Allow UpgradeOnDamage to grant permanent upgrades

Needed to properly implement things like permanently crippled weapons or limbs.
This commit is contained in:
reaperrr
2016-06-05 19:20:10 +02:00
parent 225f777eaf
commit e59a491c1b

View File

@@ -29,6 +29,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Levels of damage at which to grant upgrades.")] [Desc("Levels of damage at which to grant upgrades.")]
public readonly DamageState ValidDamageStates = DamageState.Heavy | DamageState.Critical; public readonly DamageState ValidDamageStates = DamageState.Heavy | DamageState.Critical;
[Desc("Are upgrades irrevocable once the conditions have been met?")]
public readonly bool GrantPermanently = false;
public object Create(ActorInitializer init) { return new UpgradeOnDamage(init.Self, this); } public object Create(ActorInitializer init) { return new UpgradeOnDamage(init.Self, this); }
} }
@@ -36,6 +39,7 @@ namespace OpenRA.Mods.Common.Traits
{ {
readonly UpgradeOnDamageInfo info; readonly UpgradeOnDamageInfo info;
readonly UpgradeManager um; readonly UpgradeManager um;
bool granted;
public UpgradeOnDamage(Actor self, UpgradeOnDamageInfo info) public UpgradeOnDamage(Actor self, UpgradeOnDamageInfo info)
{ {
@@ -43,12 +47,14 @@ namespace OpenRA.Mods.Common.Traits
um = self.TraitOrDefault<UpgradeManager>(); um = self.TraitOrDefault<UpgradeManager>();
} }
bool granted;
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e) void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{ {
if (um == null) if (um == null)
return; return;
if (granted && info.GrantPermanently)
return;
var rand = Game.CosmeticRandom; var rand = Game.CosmeticRandom;
if (!granted && info.ValidDamageStates.HasFlag(e.DamageState) && !info.ValidDamageStates.HasFlag(e.PreviousDamageState)) if (!granted && info.ValidDamageStates.HasFlag(e.DamageState) && !info.ValidDamageStates.HasFlag(e.PreviousDamageState))
{ {