Add GrantConditionOnHealth
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committed by
reaperrr
parent
040f071833
commit
d54e4395e5
@@ -121,6 +121,7 @@
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<Compile Include="Traits\BotModules\Squads\AttackOrFleeFuzzy.cs" />
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<Compile Include="Traits\BotModules\BotModuleLogic\BaseBuilderQueueManager.cs" />
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<Compile Include="Traits\ExperienceTrickler.cs" />
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<Compile Include="Traits\Conditions\GrantConditionOnHealth.cs" />
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<Compile Include="Traits\Player\ModularBot.cs" />
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<Compile Include="Traits\BotModules\HarvesterBotModule.cs" />
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<Compile Include="Traits\BotModules\SupportPowerBotModule.cs" />
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100
OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnHealth.cs
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100
OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnHealth.cs
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@@ -0,0 +1,100 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 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 OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Applies a condition to the actor at when its health is between 2 specific values.")]
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public class GrantConditionOnHealthInfo : ITraitInfo, IRulesetLoaded, Requires<IHealthInfo>
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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("Play a random sound from this list when enabled.")]
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public readonly string[] EnabledSounds = { };
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[Desc("Play a random sound from this list when disabled.")]
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public readonly string[] DisabledSounds = { };
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[Desc("Minimum level of health at which to grant the condition.")]
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public readonly int MinHP = 0;
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[Desc("Maximum level of health at which to grant the condition.",
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"Non-positive values will make it use Health.HP.")]
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public readonly int MaxHP = 0;
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[Desc("Is the condition irrevokable once it has been granted?")]
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public readonly bool GrantPermanently = false;
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public object Create(ActorInitializer init) { return new GrantConditionOnHealth(init.Self, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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var health = ai.TraitInfo<IHealthInfo>();
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if (health.MaxHP < MinHP)
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throw new YamlException("Minimum HP ({0}) for GrantConditionOnHealth can't be more than actor's Maximum HP ({1})".F(MinHP, health.MaxHP));
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}
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}
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public class GrantConditionOnHealth : INotifyCreated, INotifyDamage
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{
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readonly GrantConditionOnHealthInfo info;
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readonly IHealth health;
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readonly int maxHP;
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ConditionManager conditionManager;
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int conditionToken = ConditionManager.InvalidConditionToken;
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public GrantConditionOnHealth(Actor self, GrantConditionOnHealthInfo info)
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{
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this.info = info;
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health = self.Trait<IHealth>();
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maxHP = info.MaxHP > 0 ? info.MaxHP : health.MaxHP;
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}
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void INotifyCreated.Created(Actor self)
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{
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conditionManager = self.Trait<ConditionManager>();
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GrantConditionOnValidHealth(self, health.HP);
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}
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void GrantConditionOnValidHealth(Actor self, int hp)
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{
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if (info.MinHP > hp || maxHP < hp || conditionToken != ConditionManager.InvalidConditionToken)
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return;
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conditionToken = conditionManager.GrantCondition(self, info.Condition);
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var sound = info.EnabledSounds.RandomOrDefault(Game.CosmeticRandom);
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Game.Sound.Play(SoundType.World, sound, self.CenterPosition);
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}
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void INotifyDamage.Damaged(Actor self, AttackInfo e)
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{
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var granted = conditionToken != ConditionManager.InvalidConditionToken;
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if (granted && info.GrantPermanently)
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return;
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if (!granted)
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GrantConditionOnValidHealth(self, health.HP);
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else if (granted && (info.MinHP > health.HP || maxHP < health.HP))
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{
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conditionToken = conditionManager.RevokeCondition(self, conditionToken);
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var sound = info.DisabledSounds.RandomOrDefault(Game.CosmeticRandom);
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Game.Sound.Play(SoundType.World, sound, self.CenterPosition);
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}
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}
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}
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}
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