Add GrantConditionOnPlayerResources trait.
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committed by
Oliver Brakmann
parent
3be008f592
commit
80842fd4b8
@@ -314,6 +314,7 @@
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<Compile Include="Traits\CapturableProgressBar.cs" />
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<Compile Include="Traits\CaptureProgressBar.cs" />
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<Compile Include="Traits\CaptureProgressBlink.cs" />
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<Compile Include="Traits\Conditions\GrantConditionOnPlayerResources.cs" />
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<Compile Include="Traits\Multipliers\CreatesShroudMultiplier.cs" />
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<Compile Include="Traits\Multipliers\RevealsShroudMultiplier.cs" />
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<Compile Include="Traits\RepairsUnits.cs" />
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@@ -0,0 +1,72 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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 System.Linq;
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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("Grants a condition to this actor when the player has stored resources.")]
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public class GrantConditionOnPlayerResourcesInfo : ITraitInfo
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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("Enable condition when the amount of stored resources is greater than this.")]
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public readonly int Threshold = 0;
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public object Create(ActorInitializer init) { return new GrantConditionOnPlayerResources(this); }
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}
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public class GrantConditionOnPlayerResources : INotifyCreated, INotifyOwnerChanged, ITick
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{
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readonly GrantConditionOnPlayerResourcesInfo info;
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PlayerResources playerResources;
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ConditionManager conditionManager;
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int conditionToken = ConditionManager.InvalidConditionToken;
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public GrantConditionOnPlayerResources(GrantConditionOnPlayerResourcesInfo info)
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{
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this.info = info;
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}
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void INotifyCreated.Created(Actor self)
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{
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// Special case handling is required for the Player actor.
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// Created is called before Player.PlayerActor is assigned,
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// so we must query other player traits from self, knowing that
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// it refers to the same actor as self.Owner.PlayerActor
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var playerActor = self.Info.Name == "player" ? self : self.Owner.PlayerActor;
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playerResources = playerActor.Trait<PlayerResources>();
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conditionManager = self.TraitOrDefault<ConditionManager>();
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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}
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void ITick.Tick(Actor self)
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{
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if (string.IsNullOrEmpty(info.Condition) || conditionManager == null)
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return;
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var enabled = playerResources.Resources > info.Threshold;
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if (enabled && conditionToken == ConditionManager.InvalidConditionToken)
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conditionToken = conditionManager.GrantCondition(self, info.Condition);
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else if (!enabled && conditionToken != ConditionManager.InvalidConditionToken)
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conditionToken = conditionManager.RevokeCondition(self, conditionToken);
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}
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}
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}
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