Merge pull request #12996 from atlimit8/RemoveIDisable-part2
Remove IDisable - part 2
This commit is contained in:
@@ -53,6 +53,7 @@ namespace OpenRA.Mods.Common.Commands
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register("all", "toggles all cheats and gives you some cash for your trouble.");
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register("crash", "crashes the game.");
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register("levelup", "adds a specified number of levels to the selected actors.");
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register("poweroutage", "causes owners of selected actors to have a 5 second power outage.");
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}
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public void InvokeCommand(string name, string arg)
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@@ -123,6 +124,11 @@ namespace OpenRA.Mods.Common.Commands
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}
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break;
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case "poweroutage":
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foreach (var player in world.Selection.Actors.Select(a => a.Owner.PlayerActor).Distinct())
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world.IssueOrder(new Order("PowerOutage", player, false) { ExtraData = 250 });
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break;
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}
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}
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@@ -15,23 +15,39 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Disables the actor when a power outage is triggered (see `InfiltrateForPowerOutage` for more information).")]
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public class AffectedByPowerOutageInfo : ITraitInfo
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public class AffectedByPowerOutageInfo : ConditionalTraitInfo
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{
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public object Create(ActorInitializer init) { return new AffectedByPowerOutage(init.Self); }
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[GrantedConditionReference]
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[Desc("The condition to grant while there is a power outage.")]
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public readonly string Condition = null;
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public override object Create(ActorInitializer init) { return new AffectedByPowerOutage(init.Self, this); }
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}
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public class AffectedByPowerOutage : INotifyOwnerChanged, ISelectionBar, IPowerModifier, IDisable
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public class AffectedByPowerOutage : ConditionalTrait<AffectedByPowerOutageInfo>, INotifyOwnerChanged, ISelectionBar, INotifyCreated, INotifyAddedToWorld
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{
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PowerManager playerPower;
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ConditionManager conditionManager;
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int token = ConditionManager.InvalidConditionToken;
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public AffectedByPowerOutage(Actor self)
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public AffectedByPowerOutage(Actor self, AffectedByPowerOutageInfo info)
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: base(info)
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{
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playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self) { UpdateStatus(self); }
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protected override void TraitEnabled(Actor self) { UpdateStatus(self); }
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protected override void TraitDisabled(Actor self) { Revoke(self); }
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void INotifyCreated.Created(Actor self)
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{
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conditionManager = self.TraitOrDefault<ConditionManager>();
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}
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float ISelectionBar.GetValue()
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{
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if (playerPower.PowerOutageRemainingTicks <= 0)
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if (IsTraitDisabled || playerPower.PowerOutageRemainingTicks <= 0)
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return 0;
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return (float)playerPower.PowerOutageRemainingTicks / playerPower.PowerOutageTotalTicks;
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@@ -44,19 +60,30 @@ namespace OpenRA.Mods.Common.Traits
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bool ISelectionBar.DisplayWhenEmpty { get { return false; } }
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int IPowerModifier.GetPowerModifier()
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public void UpdateStatus(Actor self)
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{
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return playerPower.PowerOutageRemainingTicks > 0 ? 0 : 100;
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if (!IsTraitDisabled && playerPower.PowerOutageRemainingTicks > 0)
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Grant(self);
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else
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Revoke(self);
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}
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public bool Disabled
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void Grant(Actor self)
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{
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get { return playerPower.PowerOutageRemainingTicks > 0; }
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if (token == ConditionManager.InvalidConditionToken)
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token = conditionManager.GrantCondition(self, Info.Condition);
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}
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void Revoke(Actor self)
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{
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if (token != ConditionManager.InvalidConditionToken)
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token = conditionManager.RevokeCondition(self, token);
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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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playerPower = newOwner.PlayerActor.Trait<PowerManager>();
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UpdateStatus(self);
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}
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}
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}
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@@ -9,6 +9,7 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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@@ -24,7 +25,7 @@ namespace OpenRA.Mods.Common.Traits
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public object Create(ActorInitializer init) { return new PowerManager(init.Self, this); }
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}
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public class PowerManager : ITick, ISync
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public class PowerManager : ITick, ISync, IResolveOrder
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{
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readonly Actor self;
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readonly PowerManagerInfo info;
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@@ -140,11 +141,17 @@ namespace OpenRA.Mods.Common.Traits
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void UpdatePowerOutageActors()
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{
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var actors = self.World.ActorsHavingTrait<AffectedByPowerOutage>()
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.Where(a => !a.IsDead && a.IsInWorld && a.Owner == self.Owner);
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var traitPairs = self.World.ActorsWithTrait<AffectedByPowerOutage>()
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.Where(p => !p.Actor.IsDead && p.Actor.IsInWorld && p.Actor.Owner == self.Owner);
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foreach (var a in actors)
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UpdateActor(a);
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foreach (var p in traitPairs)
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p.Trait.UpdateStatus(p.Actor);
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (devMode.Enabled && order.OrderString == "PowerOutage")
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TriggerPowerOutage((int)order.ExtraData);
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}
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}
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}
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@@ -21,9 +21,6 @@ namespace OpenRA.Mods.Common.Traits.Render
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public readonly int Interval = 750;
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[Desc("Pause when the actor is disabled. Deprecated. Use conditions instead.")]
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public readonly bool PauseOnLowPower = false;
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public override object Create(ActorInitializer init) { return new WithIdleAnimation(init.Self, this); }
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}
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@@ -48,8 +45,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (--ticks <= 0)
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{
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if (!(Info.PauseOnLowPower && self.IsDisabled()))
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wsb.PlayCustomAnimation(self, Info.Sequences.Random(Game.CosmeticRandom), () => wsb.CancelCustomAnimation(self));
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wsb.PlayCustomAnimation(self, Info.Sequences.Random(Game.CosmeticRandom), () => wsb.CancelCustomAnimation(self));
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ticks = Info.Interval;
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}
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}
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@@ -18,7 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Renders a decorative animation on units and buildings.")]
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public class WithIdleOverlayInfo : ConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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public class WithIdleOverlayInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[Desc("Animation to play when the actor is created.")]
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[SequenceReference] public readonly string StartSequence = null;
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@@ -35,8 +35,6 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public readonly bool PauseOnLowPower = false;
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public override object Create(ActorInitializer init) { return new WithIdleOverlay(init.Self, this); }
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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@@ -72,7 +70,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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}
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}
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public class WithIdleOverlay : ConditionalTrait<WithIdleOverlayInfo>, INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform
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public class WithIdleOverlay : PausableConditionalTrait<WithIdleOverlayInfo>, INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform
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{
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readonly Animation overlay;
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bool buildComplete;
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@@ -84,8 +82,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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var body = self.Trait<BodyOrientation>();
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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overlay = new Animation(self.World, rs.GetImage(self),
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() => (info.PauseOnLowPower && self.IsDisabled()) || !buildComplete);
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overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused || !buildComplete);
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if (info.StartSequence != null)
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overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.StartSequence),
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() => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence)));
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@@ -14,32 +14,29 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Replaces the building animation when it rearms a unit.")]
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public class WithRearmAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>
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public class WithRearmAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRearmAnimation(init.Self, this); }
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public override object Create(ActorInitializer init) { return new WithRearmAnimation(init.Self, this); }
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}
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public class WithRearmAnimation : INotifyRearm, INotifyBuildComplete, INotifySold
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public class WithRearmAnimation : ConditionalTrait<WithRearmAnimationInfo>, INotifyRearm, INotifyBuildComplete, INotifySold
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{
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readonly WithRearmAnimationInfo info;
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readonly WithSpriteBody spriteBody;
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bool buildComplete;
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public WithRearmAnimation(Actor self, WithRearmAnimationInfo info)
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: base(info)
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{
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this.info = info;
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spriteBody = self.TraitOrDefault<WithSpriteBody>();
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}
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void INotifyRearm.Rearming(Actor self, Actor target)
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{
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if (buildComplete && spriteBody != null && !(info.PauseOnLowPower && self.IsDisabled()))
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spriteBody.PlayCustomAnimation(self, info.Sequence, () => spriteBody.CancelCustomAnimation(self));
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if (buildComplete && spriteBody != null && !IsTraitDisabled)
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spriteBody.PlayCustomAnimation(self, Info.Sequence, () => spriteBody.CancelCustomAnimation(self));
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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@@ -14,32 +14,29 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Replaces the building animation when it repairs a unit.")]
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public class WithRepairAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>
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public class WithRepairAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRepairAnimation(init.Self, this); }
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public override object Create(ActorInitializer init) { return new WithRepairAnimation(init.Self, this); }
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}
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public class WithRepairAnimation : INotifyRepair, INotifyBuildComplete, INotifySold
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public class WithRepairAnimation : ConditionalTrait<WithRepairAnimationInfo>, INotifyRepair, INotifyBuildComplete, INotifySold
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{
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readonly WithRepairAnimationInfo info;
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readonly WithSpriteBody spriteBody;
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bool buildComplete;
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public WithRepairAnimation(Actor self, WithRepairAnimationInfo info)
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: base(info)
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{
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this.info = info;
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spriteBody = self.TraitOrDefault<WithSpriteBody>();
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}
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void INotifyRepair.Repairing(Actor self, Actor target)
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{
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if (buildComplete && spriteBody != null && !(info.PauseOnLowPower && self.IsDisabled()))
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spriteBody.PlayCustomAnimation(self, info.Sequence, () => spriteBody.CancelCustomAnimation(self));
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if (buildComplete && spriteBody != null && !IsTraitDisabled)
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spriteBody.PlayCustomAnimation(self, Info.Sequence, () => spriteBody.CancelCustomAnimation(self));
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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@@ -16,7 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Displays an overlay when the building is being repaired by the player.")]
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public class WithRepairOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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public class WithRepairOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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@@ -30,30 +30,28 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); }
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public override object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); }
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}
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public class WithRepairOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyRepair
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public class WithRepairOverlay : PausableConditionalTrait<WithRepairOverlayInfo>, INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyRepair
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{
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readonly Animation overlay;
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bool buildComplete;
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bool visible;
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public WithRepairOverlay(Actor self, WithRepairOverlayInfo info)
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: base(info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<BodyOrientation>();
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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overlay = new Animation(self.World, rs.GetImage(self),
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() => info.PauseOnLowPower && self.IsDisabled());
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overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
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overlay.PlayThen(info.Sequence, () => visible = false);
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var anim = new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => !visible || !buildComplete,
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() => IsTraitDisabled || !visible || !buildComplete,
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p => RenderUtils.ZOffsetFromCenter(self, p, 1));
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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@@ -13,7 +13,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public abstract class SupportPowerInfo : ConditionalTraitInfo
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public abstract class SupportPowerInfo : PausableConditionalTraitInfo
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{
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[Desc("Measured in seconds.")]
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public readonly int ChargeTime = 0;
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@@ -76,7 +76,7 @@ namespace OpenRA.Mods.Common.Traits
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public SupportPowerInfo() { OrderName = GetType().Name + "Order"; }
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}
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public class SupportPower : ConditionalTrait<SupportPowerInfo>
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public class SupportPower : PausableConditionalTrait<SupportPowerInfo>
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{
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public readonly Actor Self;
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readonly SupportPowerInfo info;
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@@ -179,11 +179,6 @@ namespace OpenRA.Mods.Common.Traits
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prereqsAvailable = available;
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}
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static bool InstanceDisabled(SupportPower sp)
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{
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return sp.Self.IsDisabled();
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}
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bool notifiedCharging;
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bool notifiedReady;
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public void Tick()
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@@ -192,7 +187,7 @@ namespace OpenRA.Mods.Common.Traits
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if (!instancesEnabled)
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RemainingTime = TotalTime;
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Active = !Disabled && Instances.Any(i => !i.Self.IsDisabled());
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Active = !Disabled && Instances.Any(i => !i.IsTraitPaused);
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if (!Active)
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return;
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@@ -224,7 +219,7 @@ namespace OpenRA.Mods.Common.Traits
|
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if (!Ready)
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return;
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var power = Instances.FirstOrDefault();
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var power = Instances.FirstOrDefault(i => !i.IsTraitPaused);
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if (power == null)
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return;
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@@ -236,7 +231,7 @@ namespace OpenRA.Mods.Common.Traits
|
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if (!Ready)
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return;
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var power = Instances.Where(i => !InstanceDisabled(i))
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var power = Instances.Where(i => !i.IsTraitPaused)
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.MinByOrDefault(a =>
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{
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if (a.Self.OccupiesSpace == null)
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@@ -601,6 +601,40 @@ namespace OpenRA.Mods.Common.UtilityCommands
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if (node.Key == "SoundFile" && parent.Key.StartsWith("AmbientSound", StringComparison.Ordinal))
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RenameNodeKey(node, "SoundFiles");
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// PauseOnLowPower property has been replaced with PauseOnCondition/RequiresCondition
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if (engineVersion < 20170501)
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{
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if (node.Key.StartsWith("WithRearmAnimation", StringComparison.Ordinal) || node.Key.StartsWith("WithRepairAnimation", StringComparison.Ordinal)
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|| node.Key.StartsWith("WithIdleAnimation", StringComparison.Ordinal))
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{
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var pauseOnLowPowerNode = node.Value.Nodes.FirstOrDefault(n => n.Key == "PauseOnLowPower");
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if (pauseOnLowPowerNode != null)
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{
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node.Value.Nodes.Remove(pauseOnLowPowerNode);
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Console.WriteLine("PauseOnLowPower has been removed from {0}; use RequiresCondition instead.".F(node.Key));
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}
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}
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else if (node.Key.StartsWith("WithIdleOverlay", StringComparison.Ordinal) || node.Key.StartsWith("WithRepairOverlay", StringComparison.Ordinal))
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{
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var pauseOnLowPowerNode = node.Value.Nodes.FirstOrDefault(n => n.Key == "PauseOnLowPower");
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if (pauseOnLowPowerNode != null)
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{
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node.Value.Nodes.Remove(pauseOnLowPowerNode);
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Console.WriteLine("PauseOnLowPower has been removed from {0}; use PauseOnCondition or RequiresCondition instead.".F(node.Key));
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}
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}
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else if (node.Key.StartsWith("AffectedByPowerOutage", StringComparison.Ordinal))
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{
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Console.WriteLine("Actor {0} has AffectedByPowerOutage; use the Condition property to apply its effects.".F(node.Key));
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}
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else if (node.Key.StartsWith("IonCannonPower", StringComparison.Ordinal) || node.Key.StartsWith("ProduceActorPower", StringComparison.Ordinal)
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|| node.Key.StartsWith("NukePower", StringComparison.Ordinal) || node.Key.StartsWith("AttackOrderPower", StringComparison.Ordinal)
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|| node.Key.StartsWith("GpsPower", StringComparison.Ordinal))
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{
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Console.WriteLine("{0} requires PauseOnCondition for pausing.".F(node.Key));
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}
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||||
}
|
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UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user