#region Copyright & License Information /* * Copyright 2007-2020 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 { [Desc("Applies a condition to the actor at specified damage states.")] public class GrantConditionOnDamageStateInfo : TraitInfo, Requires { [FieldLoader.Require] [GrantedConditionReference] [Desc("Condition to grant.")] public readonly string Condition = null; [Desc("Play a random sound from this list when enabled.")] public readonly string[] EnabledSounds = { }; [Desc("Play a random sound from this list when disabled.")] public readonly string[] DisabledSounds = { }; [Desc("Levels of damage at which to grant the condition.")] public readonly DamageState ValidDamageStates = DamageState.Heavy | DamageState.Critical; [Desc("Is the condition irrevocable once it has been activated?")] public readonly bool GrantPermanently = false; public override object Create(ActorInitializer init) { return new GrantConditionOnDamageState(init.Self, this); } } public class GrantConditionOnDamageState : INotifyDamageStateChanged, INotifyCreated { readonly GrantConditionOnDamageStateInfo info; readonly IHealth health; int conditionToken = Actor.InvalidConditionToken; public GrantConditionOnDamageState(Actor self, GrantConditionOnDamageStateInfo info) { this.info = info; health = self.Trait(); } void INotifyCreated.Created(Actor self) { GrantConditionOnValidDamageState(self, health.DamageState); } void GrantConditionOnValidDamageState(Actor self, DamageState state) { if (!info.ValidDamageStates.HasFlag(state) || conditionToken != Actor.InvalidConditionToken) return; conditionToken = self.GrantCondition(info.Condition); var sound = info.EnabledSounds.RandomOrDefault(Game.CosmeticRandom); Game.Sound.Play(SoundType.World, sound, self.CenterPosition); } void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e) { var granted = conditionToken != Actor.InvalidConditionToken; if (granted && info.GrantPermanently) return; if (!granted && !info.ValidDamageStates.HasFlag(e.PreviousDamageState)) GrantConditionOnValidDamageState(self, health.DamageState); else if (granted && !info.ValidDamageStates.HasFlag(e.DamageState) && info.ValidDamageStates.HasFlag(e.PreviousDamageState)) { conditionToken = self.RevokeCondition(conditionToken); var sound = info.DisabledSounds.RandomOrDefault(Game.CosmeticRandom); Game.Sound.Play(SoundType.World, sound, self.CenterPosition); } } } }