76 lines
2.2 KiB
C#
76 lines
2.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("The player can disable the power individually on this actor.")]
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public class CanPowerDownInfo : UpgradableTraitInfo, Requires<PowerInfo>
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{
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[Desc("Restore power when this trait is disabled.")]
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public readonly bool CancelWhenDisabled = false;
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public readonly string IndicatorImage = "poweroff";
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public readonly string IndicatorSequence = "offline";
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public readonly string IndicatorPalette = "chrome";
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public override object Create(ActorInitializer init) { return new CanPowerDown(init.Self, this); }
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}
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public class CanPowerDown : UpgradableTrait<CanPowerDownInfo>, IPowerModifier, IResolveOrder, IDisable, INotifyOwnerChanged
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{
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[Sync] bool disabled = false;
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PowerManager power;
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public CanPowerDown(Actor self, CanPowerDownInfo info)
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: base(info)
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{
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power = self.Owner.PlayerActor.Trait<PowerManager>();
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}
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public bool Disabled { get { return disabled; } }
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public void ResolveOrder(Actor self, Order order)
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{
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if (!IsTraitDisabled && order.OrderString == "PowerDown")
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{
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disabled = !disabled;
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Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", disabled ? "EnablePower" : "DisablePower", self.Owner.Country.Race);
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power.UpdateActor(self);
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if (disabled)
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self.World.AddFrameEndTask(w => w.Add(new PowerdownIndicator(self)));
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}
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}
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public int GetPowerModifier()
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{
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return !IsTraitDisabled && disabled ? 0 : 100;
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}
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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power = newOwner.PlayerActor.Trait<PowerManager>();
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}
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protected override void UpgradeDisabled(Actor self)
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{
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if (!disabled || !Info.CancelWhenDisabled)
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return;
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disabled = false;
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Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", "EnablePower", self.Owner.Country.Race);
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power.UpdateActor(self);
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}
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}
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}
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