Files
OpenRA/OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnDamageState.cs
2021-12-06 13:19:28 +01:00

87 lines
2.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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 System;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Applies a condition to the actor at specified damage states.")]
public class GrantConditionOnDamageStateInfo : TraitInfo, Requires<IHealthInfo>
{
[FieldLoader.Require]
[GrantedConditionReference]
[Desc("Condition to grant.")]
public readonly string Condition = null;
[Desc("Play a random sound from this list when enabled.")]
public readonly string[] EnabledSounds = Array.Empty<string>();
[Desc("Play a random sound from this list when disabled.")]
public readonly string[] DisabledSounds = Array.Empty<string>();
[Desc("Levels of damage at which to grant the condition.")]
public readonly DamageState ValidDamageStates = DamageState.Heavy | DamageState.Critical;
[Desc("Is the condition irrevocable once it has been activated?")]
public readonly bool GrantPermanently = false;
public override object Create(ActorInitializer init) { return new GrantConditionOnDamageState(init.Self, this); }
}
public class GrantConditionOnDamageState : INotifyDamageStateChanged, INotifyCreated
{
readonly GrantConditionOnDamageStateInfo info;
readonly IHealth health;
int conditionToken = Actor.InvalidConditionToken;
public GrantConditionOnDamageState(Actor self, GrantConditionOnDamageStateInfo info)
{
this.info = info;
health = self.Trait<IHealth>();
}
void INotifyCreated.Created(Actor self)
{
GrantConditionOnValidDamageState(self, health.DamageState);
}
void GrantConditionOnValidDamageState(Actor self, DamageState state)
{
if (!info.ValidDamageStates.HasFlag(state) || conditionToken != Actor.InvalidConditionToken)
return;
conditionToken = self.GrantCondition(info.Condition);
var sound = info.EnabledSounds.RandomOrDefault(Game.CosmeticRandom);
Game.Sound.Play(SoundType.World, sound, self.CenterPosition);
}
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
var granted = conditionToken != Actor.InvalidConditionToken;
if (granted && info.GrantPermanently)
return;
if (!granted && !info.ValidDamageStates.HasFlag(e.PreviousDamageState))
GrantConditionOnValidDamageState(self, health.DamageState);
else if (granted && !info.ValidDamageStates.HasFlag(e.DamageState) && info.ValidDamageStates.HasFlag(e.PreviousDamageState))
{
conditionToken = self.RevokeCondition(conditionToken);
var sound = info.DisabledSounds.RandomOrDefault(Game.CosmeticRandom);
Game.Sound.Play(SoundType.World, sound, self.CenterPosition);
}
}
}
}