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:
174
OpenRA.Mods.Common/Traits/RepairsBridges.cs
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174
OpenRA.Mods.Common/Traits/RepairsBridges.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.Generic;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Can enter a BridgeHut or LegacyBridgeHut to trigger a repair.")]
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public class RepairsBridgesInfo : TraitInfo
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{
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[VoiceReference]
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public readonly string Voice = "Action";
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[Desc("Color to use for the target line.")]
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public readonly Color TargetLineColor = Color.Yellow;
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[Desc("Behaviour when entering the structure.",
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"Possible values are Exit, Suicide, Dispose.")]
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public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
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[CursorReference]
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[Desc("Cursor to display when targeting an unrepaired bridge.")]
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public readonly string TargetCursor = "goldwrench";
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[CursorReference]
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[Desc("Cursor to display when repairing is denied.")]
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public readonly string TargetBlockedCursor = "goldwrench-blocked";
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[NotificationReference("Speech")]
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[Desc("Speech notification to play when a bridge is repaired.")]
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public readonly string RepairNotification = null;
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[FluentReference(optional: true)]
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[Desc("Text notification to display when a bridge is repaired.")]
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public readonly string RepairTextNotification = null;
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public override object Create(ActorInitializer init) { return new RepairsBridges(this); }
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}
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public class RepairsBridges : IIssueOrder, IResolveOrder, IOrderVoice
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{
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readonly RepairsBridgesInfo info;
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public RepairsBridges(RepairsBridgesInfo info)
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{
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this.info = info;
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new RepairBridgeOrderTargeter(info); }
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
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{
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if (order.OrderID == "RepairBridge")
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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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public string VoicePhraseForOrder(Actor self, Order order)
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{
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// TODO: Add support for FrozenActors
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if (order.OrderString != "RepairBridge" || order.Target.Type != TargetType.Actor)
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return null;
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var targetActor = order.Target.Actor;
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var legacyHut = targetActor.TraitOrDefault<LegacyBridgeHut>();
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if (legacyHut != null)
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return legacyHut.BridgeDamageState == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling ? null : info.Voice;
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var hut = targetActor.TraitOrDefault<BridgeHut>();
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if (hut != null)
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return hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing ? null : info.Voice;
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return null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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// TODO: Add support for FrozenActors
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// The activity supports it, but still missing way to freeze bridge state on the hut
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if (order.OrderString == "RepairBridge" && order.Target.Type == TargetType.Actor)
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{
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var targetActor = order.Target.Actor;
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var legacyHut = targetActor.TraitOrDefault<LegacyBridgeHut>();
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var hut = targetActor.TraitOrDefault<BridgeHut>();
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if (legacyHut != null)
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{
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if (legacyHut.BridgeDamageState == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling)
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return;
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}
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else if (hut != null)
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{
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if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing)
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return;
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}
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else
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return;
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self.QueueActivity(
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order.Queued,
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new RepairBridge(self, order.Target, info.EnterBehaviour, info.RepairNotification, info.RepairTextNotification, info.TargetLineColor));
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self.ShowTargetLines();
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}
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}
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sealed class RepairBridgeOrderTargeter : UnitOrderTargeter
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{
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readonly RepairsBridgesInfo info;
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public RepairBridgeOrderTargeter(RepairsBridgesInfo info)
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: base("RepairBridge", 6, info.TargetCursor, true, true)
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{
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this.info = info;
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}
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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// Obey force moving onto bridges
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if (modifiers.HasModifier(TargetModifiers.ForceMove))
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return false;
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var legacyHut = target.TraitOrDefault<LegacyBridgeHut>();
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var hut = target.TraitOrDefault<BridgeHut>();
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if (legacyHut != null)
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{
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// Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise
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var damage = legacyHut.BridgeDamageState;
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if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead)
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return false;
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// Can't repair a bridge that is undamaged, already under repair, or dangling
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if (damage == DamageState.Undamaged || legacyHut.Repairing || legacyHut.Bridge.IsDangling)
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cursor = info.TargetBlockedCursor;
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}
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else if (hut != null)
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{
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// Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise
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var damage = hut.BridgeDamageState;
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if (hut.Info.RequireForceAttackForHeal && !modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead)
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return false;
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// Can't repair a bridge that is undamaged, already under repair, or dangling
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if (damage == DamageState.Undamaged || hut.Repairing)
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cursor = info.TargetBlockedCursor;
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}
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else
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return false;
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return true;
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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// TODO: Bridges don't yet support FrozenUnderFog.
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return false;
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}
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}
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}
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}
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