Merge pull request #12051 from obrakmann/fix12035-selling-airfield-during-rearm-lockage
Fix locking an airfield that is rearming aircraft while being sold
This commit is contained in:
@@ -59,9 +59,8 @@ namespace OpenRA.Mods.Common.Activities
|
||||
if (!pool.GiveAmmo())
|
||||
continue;
|
||||
|
||||
var wsb = hostBuilding.Trait<WithSpriteBody>();
|
||||
if (wsb.DefaultAnimation.HasSequence("active"))
|
||||
wsb.PlayCustomAnimation(hostBuilding, "active", () => wsb.CancelCustomAnimation(hostBuilding));
|
||||
foreach (var host in hostBuilding.TraitsImplementing<INotifyRearm>())
|
||||
host.Rearming(hostBuilding, self);
|
||||
|
||||
var sound = pool.Info.RearmSound;
|
||||
if (sound != null)
|
||||
|
||||
@@ -453,6 +453,7 @@
|
||||
<Compile Include="Traits\Render\WithParachute.cs" />
|
||||
<Compile Include="Traits\Render\WithRangeCircle.cs" />
|
||||
<Compile Include="Traits\Render\WithRankDecoration.cs" />
|
||||
<Compile Include="Traits\Render\WithRearmAnimation.cs" />
|
||||
<Compile Include="Traits\Render\WithRepairAnimation.cs" />
|
||||
<Compile Include="Traits\Render\WithRepairOverlay.cs" />
|
||||
<Compile Include="Traits\Render\WithResources.cs" />
|
||||
|
||||
57
OpenRA.Mods.Common/Traits/Render/WithRearmAnimation.cs
Normal file
57
OpenRA.Mods.Common/Traits/Render/WithRearmAnimation.cs
Normal file
@@ -0,0 +1,57 @@
|
||||
#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.Render
|
||||
{
|
||||
[Desc("Replaces the building animation when it rearms a unit.")]
|
||||
public class WithRearmAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
[SequenceReference] public readonly string Sequence = "active";
|
||||
|
||||
public readonly bool PauseOnLowPower = false;
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithRearmAnimation(init.Self, this); }
|
||||
}
|
||||
|
||||
public class WithRearmAnimation : INotifyRearm, INotifyBuildComplete, INotifySold
|
||||
{
|
||||
readonly WithRearmAnimationInfo info;
|
||||
readonly WithSpriteBody spriteBody;
|
||||
bool buildComplete;
|
||||
|
||||
public WithRearmAnimation(Actor self, WithRearmAnimationInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
spriteBody = self.TraitOrDefault<WithSpriteBody>();
|
||||
}
|
||||
|
||||
void INotifyRearm.Rearming(Actor self, Actor target)
|
||||
{
|
||||
if (buildComplete && spriteBody != null && !(info.PauseOnLowPower && self.IsDisabled()))
|
||||
spriteBody.PlayCustomAnimation(self, info.Sequence, () => spriteBody.CancelCustomAnimation(self));
|
||||
}
|
||||
|
||||
public void BuildingComplete(Actor self)
|
||||
{
|
||||
buildComplete = true;
|
||||
}
|
||||
|
||||
public void Selling(Actor self)
|
||||
{
|
||||
buildComplete = false;
|
||||
}
|
||||
|
||||
public void Sold(Actor self) { }
|
||||
}
|
||||
}
|
||||
@@ -139,4 +139,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
void ModifyActorPreviewInit(Actor self, TypeDictionary inits);
|
||||
}
|
||||
|
||||
[RequireExplicitImplementation]
|
||||
public interface INotifyRearm { void Rearming(Actor host, Actor other); }
|
||||
}
|
||||
|
||||
@@ -358,6 +358,15 @@ namespace OpenRA.Mods.Common.UtilityCommands
|
||||
}
|
||||
}
|
||||
|
||||
// Add a warning to add WithRearmAnimation to actors that might need it.
|
||||
// Update rule added during prep-1609 stable period, date needs fixing after release.
|
||||
if (engineVersion < 20160918 && depth == 2)
|
||||
{
|
||||
if (node.Key == "RearmBuildings")
|
||||
foreach (var host in node.Value.Value.Split(','))
|
||||
Console.WriteLine("Actor type `{0}` is denoted as a RearmBuilding. Consider adding the `WithRearmAnimation` trait to it.".F(host));
|
||||
}
|
||||
|
||||
UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
|
||||
}
|
||||
|
||||
|
||||
@@ -1116,6 +1116,7 @@ HPAD:
|
||||
ZOffset: 256
|
||||
UpgradeTypes: primary
|
||||
UpgradeMinEnabledLevel: 1
|
||||
WithRearmAnimation:
|
||||
|
||||
AFLD:
|
||||
Inherits: ^Building
|
||||
@@ -1232,6 +1233,7 @@ AFLD:
|
||||
ZOffset: 256
|
||||
UpgradeTypes: primary
|
||||
UpgradeMinEnabledLevel: 1
|
||||
WithRearmAnimation:
|
||||
|
||||
POWR:
|
||||
Inherits: ^Building
|
||||
@@ -1573,6 +1575,7 @@ FIX:
|
||||
FinishRepairingNotification: UnitRepaired
|
||||
PlayerExperience: 15
|
||||
WithRepairAnimation:
|
||||
WithRearmAnimation:
|
||||
Power:
|
||||
Amount: -30
|
||||
ProvidesPrerequisite@buildingname:
|
||||
|
||||
Reference in New Issue
Block a user