Replace CanPowerDown with ToggleConditionOnOrder.
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committed by
Oliver Brakmann
parent
b8ec20a010
commit
5425a5a28e
112
OpenRA.Mods.Common/Traits/Conditions/ToggleConditionOnOrder.cs
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112
OpenRA.Mods.Common/Traits/Conditions/ToggleConditionOnOrder.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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.Mods.Common.Effects;
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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("Toggles a condition on and off when a specified order type is received.")]
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public class ToggleConditionOnOrderInfo : PausableConditionalTraitInfo
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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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[FieldLoader.Require]
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[Desc("Order name that toggles the condition.")]
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public readonly string OrderName = null;
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public readonly string EnabledSound = null;
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public readonly string EnabledSpeech = null;
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public readonly string DisabledSound = null;
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public readonly string DisabledSpeech = null;
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public override object Create(ActorInitializer init) { return new ToggleConditionOnOrder(init.Self, this); }
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}
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public class ToggleConditionOnOrder : PausableConditionalTrait<ToggleConditionOnOrderInfo>, IResolveOrder
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{
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ConditionManager conditionManager;
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int conditionToken = ConditionManager.InvalidConditionToken;
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// If the trait is paused this may be true with no condition granted
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[Sync] bool enabled = false;
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public ToggleConditionOnOrder(Actor self, ToggleConditionOnOrderInfo info)
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: base(info) { }
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protected override void Created(Actor self)
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{
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base.Created(self);
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conditionManager = self.TraitOrDefault<ConditionManager>();
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}
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void SetCondition(Actor self, bool granted)
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{
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if (conditionManager == null)
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return;
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if (granted && conditionToken == ConditionManager.InvalidConditionToken)
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{
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conditionToken = conditionManager.GrantCondition(self, Info.Condition);
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if (Info.EnabledSound != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.EnabledSound, self.Owner.Faction.InternalName);
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if (Info.EnabledSpeech != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.EnabledSpeech, self.Owner.Faction.InternalName);
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}
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else if (!granted && conditionToken != ConditionManager.InvalidConditionToken)
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{
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conditionToken = conditionManager.RevokeCondition(self, conditionToken);
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if (Info.DisabledSound != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.DisabledSound, self.Owner.Faction.InternalName);
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if (Info.DisabledSpeech != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.DisabledSpeech, self.Owner.Faction.InternalName);
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}
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (!IsTraitDisabled && !IsTraitPaused && order.OrderString == Info.OrderName)
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{
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enabled = !enabled;
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SetCondition(self, enabled);
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}
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}
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protected override void TraitDisabled(Actor self)
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{
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// Disabling the trait resets the condition
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enabled = false;
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SetCondition(self, false);
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}
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protected override void TraitPaused(Actor self)
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{
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// Pausing the trait removes the condition
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// but does not reset the enabled value
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SetCondition(self, false);
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}
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protected override void TraitResumed(Actor self)
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{
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// Unpausing the trait restores the previous state
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SetCondition(self, enabled);
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}
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}
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}
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