#region Copyright & License Information /* * Copyright 2007-2016 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 an upgrade to the actor at specified damage states.")] public class UpgradeOnDamageStateInfo : ITraitInfo, Requires, Requires { [UpgradeGrantedReference, FieldLoader.Require] [Desc("The upgrades to grant.")] public readonly string[] Upgrades = { }; [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 upgrades.")] 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 UpgradeOnDamageState(init.Self, this); } } public class UpgradeOnDamageState : INotifyDamageStateChanged, INotifyCreated { readonly UpgradeOnDamageStateInfo info; readonly UpgradeManager um; readonly Health health; bool granted; public UpgradeOnDamageState(Actor self, UpgradeOnDamageStateInfo info) { this.info = info; um = self.Trait(); health = self.Trait(); } void INotifyCreated.Created(Actor self) { GrantUpgradeOnValidDamageState(self, health.DamageState); } void GrantUpgradeOnValidDamageState(Actor self, DamageState state) { if (!info.ValidDamageStates.HasFlag(state)) return; granted = true; var rand = Game.CosmeticRandom; var sound = info.EnabledSounds.RandomOrDefault(rand); Game.Sound.Play(sound, self.CenterPosition); foreach (var u in info.Upgrades) um.GrantUpgrade(self, u, this); } void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e) { if (granted && info.GrantPermanently) return; if (!granted && !info.ValidDamageStates.HasFlag(e.PreviousDamageState)) GrantUpgradeOnValidDamageState(self, health.DamageState); else if (granted && !info.ValidDamageStates.HasFlag(e.DamageState) && info.ValidDamageStates.HasFlag(e.PreviousDamageState)) { granted = false; var rand = Game.CosmeticRandom; var sound = info.DisabledSounds.RandomOrDefault(rand); Game.Sound.Play(sound, self.CenterPosition); foreach (var u in info.Upgrades) um.RevokeUpgrade(self, u, this); } } } }