Files
OpenRA/OpenRA.Mods.Common/Traits/Power/CanPowerDown.cs
2016-12-23 23:28:34 +00:00

102 lines
3.4 KiB
C#

#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.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<PowerInfo>
{
[Desc("Restore power when this trait is disabled.")]
public readonly bool CancelWhenDisabled = false;
public readonly string IndicatorImage = "poweroff";
[SequenceReference("IndicatorImage")] public readonly string IndicatorSequence = "offline";
[PaletteReference] public readonly string IndicatorPalette = "chrome";
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<CanPowerDownInfo>, IPowerModifier, IResolveOrder, IDisable, INotifyOwnerChanged
{
[Sync] bool disabled = false;
PowerManager power;
public CanPowerDown(Actor self, CanPowerDownInfo info)
: base(info)
{
power = self.Owner.PlayerActor.Trait<PowerManager>();
}
public bool Disabled { get { return disabled; } }
void IResolveOrder.ResolveOrder(Actor self, Order order)
{
if (!IsTraitDisabled && order.OrderString == "PowerDown")
{
disabled = !disabled;
if (Info.PowerupSound != null && disabled)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.PowerupSound, self.Owner.Faction.InternalName);
if (Info.PowerdownSound != null && !disabled)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.PowerdownSound, self.Owner.Faction.InternalName);
if (Info.PowerupSpeech != null && disabled)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.PowerupSpeech, self.Owner.Faction.InternalName);
if (Info.PowerdownSpeech != null && !disabled)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.PowerdownSpeech, self.Owner.Faction.InternalName);
power.UpdateActor(self);
if (disabled)
self.World.AddFrameEndTask(w => w.Add(new PowerdownIndicator(self)));
}
}
int IPowerModifier.GetPowerModifier()
{
return !IsTraitDisabled && disabled ? 0 : 100;
}
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
power = newOwner.PlayerActor.Trait<PowerManager>();
}
protected override void TraitDisabled(Actor self)
{
if (!disabled || !Info.CancelWhenDisabled)
return;
disabled = 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);
power.UpdateActor(self);
}
}
}