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:
reaperrr
2016-09-18 16:15:46 +02:00
committed by GitHub
6 changed files with 75 additions and 3 deletions

View File

@@ -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)

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@@ -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" />

View 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) { }
}
}

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@@ -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); }
}

View File

@@ -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);
}

View File

@@ -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: