Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
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OpenRA.Mods.Common/Traits/RepairableNear.cs
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143
OpenRA.Mods.Common/Traits/RepairableNear.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Frozen;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class RepairableNearInfo : TraitInfo, Requires<IHealthInfo>, Requires<IMoveInfo>, IObservesVariablesInfo
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{
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[ActorReference]
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[FieldLoader.Require]
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public readonly FrozenSet<string> RepairActors = FrozenSet<string>.Empty;
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public readonly WDist CloseEnough = WDist.FromCells(4);
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[VoiceReference]
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public readonly string Voice = "Action";
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[ConsumedConditionReference]
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[Desc("Boolean expression defining the condition under which the regular (non-force) enter cursor is disabled.")]
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public readonly BooleanExpression RequireForceMoveCondition = null;
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[CursorReference]
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[Desc("Cursor to display when able to be repaired near target actor.")]
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public readonly string EnterCursor = "enter";
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[CursorReference]
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[Desc("Cursor to display when unable to be repaired near target actor.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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public override object Create(ActorInitializer init) { return new RepairableNear(init.Self, this); }
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}
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public class RepairableNear : IIssueOrder, IResolveOrder, IOrderVoice, IObservesVariables
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{
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public readonly RepairableNearInfo Info;
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readonly Actor self;
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bool requireForceMove;
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public RepairableNear(Actor self, RepairableNearInfo info)
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{
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this.self = self;
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Info = info;
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}
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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get
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{
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yield return new EnterAlliedActorTargeter<BuildingInfo>(
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"RepairNear",
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5,
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Info.EnterCursor,
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Info.EnterBlockedCursor,
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CanRepairAt,
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_ => ShouldRepair());
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}
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}
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Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
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{
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if (order.OrderID == "RepairNear")
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return new Order(order.OrderID, self, target, queued);
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return null;
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}
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bool CanRepairAt(Actor target, TargetModifiers modifiers)
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{
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if (requireForceMove && !modifiers.HasModifier(TargetModifiers.ForceMove))
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return false;
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return Info.RepairActors.Contains(target.Info.Name);
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}
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bool CanRepairAt(Actor target)
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{
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return Info.RepairActors.Contains(target.Info.Name);
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}
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bool ShouldRepair()
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{
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return self.GetDamageState() > DamageState.Undamaged;
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}
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string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "RepairNear" && ShouldRepair() ? Info.Voice : null;
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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// RepairNear orders are only valid for own/allied actors,
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// which are guaranteed to never be frozen.
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if (order.OrderString != "RepairNear" || order.Target.Type != TargetType.Actor)
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return;
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if (!CanRepairAt(order.Target.Actor) || !ShouldRepair())
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return;
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self.QueueActivity(order.Queued, new Resupply(self, order.Target.Actor, Info.CloseEnough));
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self.ShowTargetLines();
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}
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public Actor FindRepairBuilding(Actor self)
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{
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var repairBuilding = self.World.ActorsWithTrait<RepairsUnits>()
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.Where(a => !a.Actor.IsDead && a.Actor.IsInWorld
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&& a.Actor.Owner.IsAlliedWith(self.Owner) &&
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Info.RepairActors.Contains(a.Actor.Info.Name))
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.OrderBy(a => a.Actor.Owner == self.Owner ? 0 : 1)
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.ThenBy(p => (self.Location - p.Actor.Location).LengthSquared);
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// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
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return repairBuilding.FirstOrDefault().Actor;
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}
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IEnumerable<VariableObserver> IObservesVariables.GetVariableObservers()
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{
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if (Info.RequireForceMoveCondition != null)
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yield return new VariableObserver(RequireForceMoveConditionChanged, Info.RequireForceMoveCondition.Variables);
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}
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void RequireForceMoveConditionChanged(Actor self, IReadOnlyDictionary<string, int> conditions)
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{
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requireForceMove = Info.RequireForceMoveCondition.Evaluate(conditions);
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}
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}
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}
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