#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.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Grants condition as long as a valid power state is maintained.")] public class GrantConditionOnPowerStateInfo : ConditionalTraitInfo { [FieldLoader.Require] [GrantedConditionReference] [Desc("Condition to grant.")] public readonly string Condition = null; [FieldLoader.Require] [Desc("PowerStates at which the condition is granted. Options are Normal, Low and Critical.")] public readonly PowerState ValidPowerStates = PowerState.Low | PowerState.Critical; public override object Create(ActorInitializer init) { return new GrantConditionOnPowerState(init.Self, this); } } public class GrantConditionOnPowerState : ConditionalTrait, INotifyOwnerChanged, INotifyPowerLevelChanged { PowerManager playerPower; ConditionManager conditionManager; int conditionToken = ConditionManager.InvalidConditionToken; bool validPowerState; public GrantConditionOnPowerState(Actor self, GrantConditionOnPowerStateInfo info) : base(info) { playerPower = self.Owner.PlayerActor.Trait(); } protected override void Created(Actor self) { base.Created(self); conditionManager = self.TraitOrDefault(); Update(self); } protected override void TraitEnabled(Actor self) { Update(self); } protected override void TraitDisabled(Actor self) { Update(self); } void Update(Actor self) { if (conditionManager == null) return; validPowerState = !IsTraitDisabled && Info.ValidPowerStates.HasFlag(playerPower.PowerState); if (validPowerState && conditionToken == ConditionManager.InvalidConditionToken) conditionToken = conditionManager.GrantCondition(self, Info.Condition); else if (!validPowerState && conditionToken != ConditionManager.InvalidConditionToken) conditionToken = conditionManager.RevokeCondition(self, conditionToken); } void INotifyPowerLevelChanged.PowerLevelChanged(Actor self) { Update(self); } void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { playerPower = newOwner.PlayerActor.Trait(); Update(self); } } }