Files
OpenRA/OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnSubterraneanLayer.cs
reaperrr 81343926b6 Split Locomotor trait from Mobile
Add GrantConditionOn*Layer traits

This allows to
- drop some booleans from Locomotor
- drop a good part of the subterranean- and jumpjet-specific code/hacks from Mobile
- grant more than 1 condition per layer type (via multiple traits)
- easily add more traits of this kind for other layers
2018-05-03 10:49:21 +02:00

95 lines
3.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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.Mods.Common.Traits;
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("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<MobileInfo>();
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<GrantConditionOnSubterraneanLayerInfo>, 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<MobileInfo>();
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 == ConditionManager.InvalidConditionToken)
conditionToken = conditionManager.GrantCondition(self, Info.Condition);
else if (newLayer != ValidLayerType && depth > transitionDepth && conditionToken != ConditionManager.InvalidConditionToken)
{
conditionToken = conditionManager.RevokeCondition(self, 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);
}
}
}