#region Copyright & License Information /* * Copyright 2007-2017 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.Mods.Common.Effects; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("The player can disable the power individually on this actor.")] public class CanPowerDownInfo : ConditionalTraitInfo, Requires { [FieldLoader.Require] [GrantedConditionReference] [Desc("Condition to grant.")] public readonly string PowerdownCondition = null; [Desc("Restore power when this trait is disabled.")] public readonly bool CancelWhenDisabled = false; public readonly string PowerupSound = null; public readonly string PowerdownSound = null; public readonly string PowerupSpeech = null; public readonly string PowerdownSpeech = null; public override object Create(ActorInitializer init) { return new CanPowerDown(init.Self, this); } } public class CanPowerDown : ConditionalTrait, IPowerModifier, IResolveOrder, INotifyOwnerChanged { [Sync] bool isPoweredDown = false; PowerManager power; ConditionManager conditionManager; int conditionToken = ConditionManager.InvalidConditionToken; public CanPowerDown(Actor self, CanPowerDownInfo info) : base(info) { power = self.Owner.PlayerActor.Trait(); } protected override void Created(Actor self) { base.Created(self); conditionManager = self.TraitOrDefault(); } protected override void TraitEnabled(Actor self) { Update(self); power.UpdateActor(self); } void Update(Actor self) { if (conditionManager == null) return; if (isPoweredDown && conditionToken == ConditionManager.InvalidConditionToken) conditionToken = conditionManager.GrantCondition(self, Info.PowerdownCondition); else if (!isPoweredDown && conditionToken != ConditionManager.InvalidConditionToken) conditionToken = conditionManager.RevokeCondition(self, conditionToken); } void IResolveOrder.ResolveOrder(Actor self, Order order) { if (!IsTraitDisabled && order.OrderString == "PowerDown") { isPoweredDown = !isPoweredDown; if (Info.PowerupSound != null && isPoweredDown) Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.PowerupSound, self.Owner.Faction.InternalName); if (Info.PowerdownSound != null && !isPoweredDown) Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.PowerdownSound, self.Owner.Faction.InternalName); if (Info.PowerupSpeech != null && isPoweredDown) Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.PowerupSpeech, self.Owner.Faction.InternalName); if (Info.PowerdownSpeech != null && !isPoweredDown) Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.PowerdownSpeech, self.Owner.Faction.InternalName); Update(self); power.UpdateActor(self); } } int IPowerModifier.GetPowerModifier() { return !IsTraitDisabled && isPoweredDown ? 0 : 100; } void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { power = newOwner.PlayerActor.Trait(); } protected override void TraitDisabled(Actor self) { if (!isPoweredDown || !Info.CancelWhenDisabled) return; isPoweredDown = false; if (Info.PowerupSound != null) Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sound", Info.PowerupSound, self.Owner.Faction.InternalName); if (Info.PowerupSpeech != null) Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.PowerupSpeech, self.Owner.Faction.InternalName); Update(self); power.UpdateActor(self); } } }