#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.Mods.Common.Effects; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Grants Condition on subterranean layer. Also plays transition audio-visuals.")] public class GrantConditionOnSubterraneanLayerInfo : GrantConditionOnLayerInfo { [Desc("Dig animation image to play when transitioning.")] public readonly string SubterraneanTransitionImage = null; [SequenceReference(nameof(SubterraneanTransitionImage))] [Desc("Dig animation sequence to play when transitioning.")] public readonly string SubterraneanTransitionSequence = null; [PaletteReference] public readonly string SubterraneanTransitionPalette = "effect"; [Desc("Dig sound to play when transitioning.")] public readonly string SubterraneanTransitionSound = null; public override object Create(ActorInitializer init) { return new GrantConditionOnSubterraneanLayer(init.Self, this); } public override void RulesetLoaded(Ruleset rules, ActorInfo ai) { var mobileInfo = ai.TraitInfoOrDefault(); if (mobileInfo == null || !(mobileInfo.LocomotorInfo is SubterraneanLocomotorInfo)) throw new YamlException("GrantConditionOnSubterraneanLayer requires Mobile to be linked to a SubterraneanLocomotor!"); base.RulesetLoaded(rules, ai); } } public class GrantConditionOnSubterraneanLayer : GrantConditionOnLayer, INotifyVisualPositionChanged { WDist transitionDepth; public GrantConditionOnSubterraneanLayer(Actor self, GrantConditionOnSubterraneanLayerInfo info) : base(self, info, CustomMovementLayerType.Subterranean) { } protected override void Created(Actor self) { var mobileInfo = self.Info.TraitInfo(); var li = (SubterraneanLocomotorInfo)mobileInfo.LocomotorInfo; transitionDepth = li.SubterraneanTransitionDepth; base.Created(self); } void PlayTransitionAudioVisuals(Actor self, CPos fromCell) { if (!string.IsNullOrEmpty(Info.SubterraneanTransitionSequence)) self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.World.Map.CenterOfCell(fromCell), self.World, Info.SubterraneanTransitionImage, Info.SubterraneanTransitionSequence, Info.SubterraneanTransitionPalette))); if (!string.IsNullOrEmpty(Info.SubterraneanTransitionSound)) Game.Sound.Play(SoundType.World, Info.SubterraneanTransitionSound); } void INotifyVisualPositionChanged.VisualPositionChanged(Actor self, byte oldLayer, byte newLayer) { var depth = self.World.Map.DistanceAboveTerrain(self.CenterPosition); // Grant condition when new layer is Subterranean and depth is lower than transition depth, // revoke condition when new layer is not Subterranean and depth is at or higher than transition depth. if (newLayer == ValidLayerType && depth < transitionDepth && conditionToken == Actor.InvalidConditionToken) conditionToken = self.GrantCondition(Info.Condition); else if (newLayer != ValidLayerType && depth > transitionDepth && conditionToken != Actor.InvalidConditionToken) { conditionToken = self.RevokeCondition(conditionToken); PlayTransitionAudioVisuals(self, self.Location); } } protected override void UpdateConditions(Actor self, byte oldLayer, byte newLayer) { // Special case, only audio-visuals are played at the time the Layer changes from normal to Subterranean if (newLayer == ValidLayerType && oldLayer != ValidLayerType) PlayTransitionAudioVisuals(self, self.Location); } } }