Merge pull request #11299 from reaperrr/dmgstate-upgrade

Introduce trait granting upgrades at specified DamageStates
This commit is contained in:
reaperrr
2016-05-16 20:00:53 +02:00
4 changed files with 100 additions and 1 deletions

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@@ -22,7 +22,16 @@ namespace OpenRA.Traits
{
public sealed class RequireExplicitImplementationAttribute : Attribute { }
public enum DamageState { Undamaged, Light, Medium, Heavy, Critical, Dead }
[Flags]
public enum DamageState
{
Undamaged = 1,
Light = 2,
Medium = 4,
Heavy = 8,
Critical = 16,
Dead = 32
}
public interface IHealth
{

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@@ -493,6 +493,7 @@
<Compile Include="Traits\Upgrades\DisableOnUpgrade.cs" />
<Compile Include="Traits\Upgrades\UpgradableTrait.cs" />
<Compile Include="Traits\Upgrades\UpgradeActorsNear.cs" />
<Compile Include="Traits\Upgrades\UpgradeOnDamage.cs" />
<Compile Include="Traits\Upgrades\UpgradeManager.cs" />
<Compile Include="Traits\Valued.cs" />
<Compile Include="Traits\Voiced.cs" />

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@@ -0,0 +1,71 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Applies an upgrade to actors within a specified range.")]
public class UpgradeOnDamageInfo : ITraitInfo, Requires<UpgradeManagerInfo>
{
[UpgradeGrantedReference, FieldLoader.Require]
[Desc("The upgrades to grant.")]
public readonly string[] Upgrades = { };
[Desc("Play a random sound from this list when enabled.")]
public readonly string[] EnabledSounds = { };
[Desc("Play a random sound from this list when disabled.")]
public readonly string[] DisabledSounds = { };
[Desc("Levels of damage at which to grant upgrades.")]
public readonly DamageState ValidDamageStates = DamageState.Heavy | DamageState.Critical;
public object Create(ActorInitializer init) { return new UpgradeOnDamage(init.Self, this); }
}
public class UpgradeOnDamage : INotifyDamageStateChanged
{
readonly UpgradeOnDamageInfo info;
readonly UpgradeManager um;
public UpgradeOnDamage(Actor self, UpgradeOnDamageInfo info)
{
this.info = info;
um = self.TraitOrDefault<UpgradeManager>();
}
bool granted;
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
if (um == null)
return;
var rand = Game.CosmeticRandom;
if (!granted && info.ValidDamageStates.HasFlag(e.DamageState) && !info.ValidDamageStates.HasFlag(e.PreviousDamageState))
{
granted = true;
var sound = info.EnabledSounds.RandomOrDefault(rand);
Game.Sound.Play(sound, self.CenterPosition);
foreach (var u in info.Upgrades)
um.GrantUpgrade(self, u, this);
}
else if (granted && !info.ValidDamageStates.HasFlag(e.DamageState) && info.ValidDamageStates.HasFlag(e.PreviousDamageState))
{
granted = false;
var sound = info.DisabledSounds.RandomOrDefault(rand);
Game.Sound.Play(sound, self.CenterPosition);
foreach (var u in info.Upgrades)
um.RevokeUpgrade(self, u, this);
}
}
}
}

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@@ -370,6 +370,12 @@
WithInfantryBody:
AttackSequence: shoot
IdleSequences: idle1,idle2
UpgradeOnDamage@CRITICAL:
Upgrades: criticalspeed
ValidDamageStates: Critical
SpeedMultiplier@CRITICAL:
UpgradeTypes: criticalspeed
Modifier: 50
^CivilianInfantry:
Inherits: ^Infantry
@@ -442,6 +448,18 @@
PoisonedByTiberium:
Weapon: Veins
Resources: Veins
UpgradeOnDamage@DAMAGED:
Upgrades: damagedspeed
ValidDamageStates: Heavy
UpgradeOnDamage@CRITICAL:
Upgrades: criticalspeed
ValidDamageStates: Critical
SpeedMultiplier@DAMAGED:
UpgradeTypes: damagedspeed
Modifier: 80
SpeedMultiplier@CRITICAL:
UpgradeTypes: criticalspeed
Modifier: 60
^Tank:
Inherits: ^Vehicle