Refactor CanPowerDown to provide a condition instead of triggering IsDisabled
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@@ -17,14 +17,14 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("The player can disable the power individually on this actor.")]
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public class CanPowerDownInfo : ConditionalTraitInfo, Requires<PowerInfo>
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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 PowerdownCondition = null;
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[Desc("Restore power when this trait is disabled.")]
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public readonly bool CancelWhenDisabled = false;
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public readonly string IndicatorImage = "poweroff";
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[SequenceReference("IndicatorImage")] public readonly string IndicatorSequence = "offline";
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[PaletteReference] public readonly string IndicatorPalette = "chrome";
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public readonly string PowerupSound = null;
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public readonly string PowerdownSound = null;
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@@ -34,47 +34,70 @@ namespace OpenRA.Mods.Common.Traits
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public override object Create(ActorInitializer init) { return new CanPowerDown(init.Self, this); }
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}
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public class CanPowerDown : ConditionalTrait<CanPowerDownInfo>, IPowerModifier, IResolveOrder, IDisable, INotifyOwnerChanged
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public class CanPowerDown : ConditionalTrait<CanPowerDownInfo>, IPowerModifier, IResolveOrder, INotifyOwnerChanged
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{
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[Sync] bool disabled = false;
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[Sync] bool poweredDown = false;
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PowerManager power;
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ConditionManager conditionManager;
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int conditionToken = ConditionManager.InvalidConditionToken;
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public CanPowerDown(Actor self, CanPowerDownInfo info)
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: base(info)
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{
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power = self.Owner.PlayerActor.Trait<PowerManager>();
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}
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public bool Disabled { get { return disabled; } }
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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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protected override void TraitEnabled(Actor self)
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{
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Update(self);
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power.UpdateActor(self);
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}
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void Update(Actor self)
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{
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if (conditionManager == null)
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return;
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if (poweredDown && conditionToken == ConditionManager.InvalidConditionToken)
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conditionToken = conditionManager.GrantCondition(self, Info.PowerdownCondition);
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else if (!poweredDown && conditionToken != ConditionManager.InvalidConditionToken)
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conditionToken = conditionManager.RevokeCondition(self, conditionToken);
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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 && order.OrderString == "PowerDown")
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{
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disabled = !disabled;
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poweredDown = !poweredDown;
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if (Info.PowerupSound != null && disabled)
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if (Info.PowerupSound != null && poweredDown)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.PowerupSound, self.Owner.Faction.InternalName);
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if (Info.PowerdownSound != null && !disabled)
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if (Info.PowerdownSound != null && !poweredDown)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.PowerdownSound, self.Owner.Faction.InternalName);
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if (Info.PowerupSpeech != null && disabled)
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if (Info.PowerupSpeech != null && poweredDown)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.PowerupSpeech, self.Owner.Faction.InternalName);
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if (Info.PowerdownSpeech != null && !disabled)
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if (Info.PowerdownSpeech != null && !poweredDown)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.PowerdownSpeech, self.Owner.Faction.InternalName);
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Update(self);
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power.UpdateActor(self);
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if (disabled)
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self.World.AddFrameEndTask(w => w.Add(new PowerdownIndicator(self)));
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}
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}
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int IPowerModifier.GetPowerModifier()
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{
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return !IsTraitDisabled && disabled ? 0 : 100;
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return !IsTraitDisabled && poweredDown ? 0 : 100;
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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@@ -84,10 +107,10 @@ namespace OpenRA.Mods.Common.Traits
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protected override void TraitDisabled(Actor self)
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{
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if (!disabled || !Info.CancelWhenDisabled)
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if (!poweredDown || !Info.CancelWhenDisabled)
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return;
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disabled = false;
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poweredDown = false;
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if (Info.PowerupSound != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sound", Info.PowerupSound, self.Owner.Faction.InternalName);
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@@ -95,6 +118,7 @@ namespace OpenRA.Mods.Common.Traits
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if (Info.PowerupSpeech != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.PowerupSpeech, self.Owner.Faction.InternalName);
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Update(self);
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power.UpdateActor(self);
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}
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}
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