Renamed Upgrades directory to Conditions.
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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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 OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Applies a condition to the actor at specified damage states.")]
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public class GrantConditionOnDamageStateInfo : ITraitInfo, Requires<HealthInfo>
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{
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[FieldLoader.Require]
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[GrantedConditionReference]
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[Desc("Condition to grant.")]
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public readonly string Condition = null;
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[Desc("Play a random sound from this list when enabled.")]
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public readonly string[] EnabledSounds = { };
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[Desc("Play a random sound from this list when disabled.")]
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public readonly string[] DisabledSounds = { };
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[Desc("Levels of damage at which to grant the condition.")]
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public readonly DamageState ValidDamageStates = DamageState.Heavy | DamageState.Critical;
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[Desc("Is the condition irrevocable once it has been activated?")]
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public readonly bool GrantPermanently = false;
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public object Create(ActorInitializer init) { return new GrantConditionOnDamageState(init.Self, this); }
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}
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public class GrantConditionOnDamageState : INotifyDamageStateChanged, INotifyCreated
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{
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readonly GrantConditionOnDamageStateInfo info;
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readonly Health health;
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ConditionManager conditionManager;
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int conditionToken = ConditionManager.InvalidConditionToken;
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public GrantConditionOnDamageState(Actor self, GrantConditionOnDamageStateInfo info)
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{
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this.info = info;
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health = self.Trait<Health>();
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}
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void INotifyCreated.Created(Actor self)
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{
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conditionManager = self.TraitOrDefault<ConditionManager>();
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GrantConditionOnValidDamageState(self, health.DamageState);
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}
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void GrantConditionOnValidDamageState(Actor self, DamageState state)
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{
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if (!info.ValidDamageStates.HasFlag(state) || conditionToken != ConditionManager.InvalidConditionToken)
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return;
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conditionToken = conditionManager.GrantCondition(self, info.Condition);
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var sound = info.EnabledSounds.RandomOrDefault(Game.CosmeticRandom);
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Game.Sound.Play(SoundType.World, sound, self.CenterPosition);
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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var granted = conditionToken != ConditionManager.InvalidConditionToken;
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if ((granted && info.GrantPermanently) || conditionManager == null)
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return;
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if (!granted && !info.ValidDamageStates.HasFlag(e.PreviousDamageState))
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GrantConditionOnValidDamageState(self, health.DamageState);
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else if (granted && !info.ValidDamageStates.HasFlag(e.DamageState) && info.ValidDamageStates.HasFlag(e.PreviousDamageState))
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{
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conditionToken = conditionManager.RevokeCondition(self, conditionToken);
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var sound = info.DisabledSounds.RandomOrDefault(Game.CosmeticRandom);
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Game.Sound.Play(SoundType.World, sound, self.CenterPosition);
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}
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}
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}
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}
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