118 lines
3.7 KiB
C#
118 lines
3.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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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("Toggles a condition on and off when a specified order type is received.")]
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public class ToggleConditionOnOrderInfo : PausableConditionalTraitInfo
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{
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[FieldLoader.Require]
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[GrantedConditionReference]
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[Desc("Condition to grant.")]
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public readonly string Condition = null;
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[FieldLoader.Require]
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[Desc("Order name that toggles the condition.")]
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public readonly string OrderName = null;
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[NotificationReference("Sounds")]
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public readonly string EnabledSound = null;
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[NotificationReference("Speech")]
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public readonly string EnabledSpeech = null;
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[FluentReference(optional: true)]
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public readonly string EnabledTextNotification = null;
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[NotificationReference("Sounds")]
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public readonly string DisabledSound = null;
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[NotificationReference("Speech")]
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public readonly string DisabledSpeech = null;
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[FluentReference(optional: true)]
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public readonly string DisabledTextNotification = null;
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public override object Create(ActorInitializer init) { return new ToggleConditionOnOrder(this); }
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}
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public class ToggleConditionOnOrder : PausableConditionalTrait<ToggleConditionOnOrderInfo>, IResolveOrder
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{
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int conditionToken = Actor.InvalidConditionToken;
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// If the trait is paused this may be true with no condition granted
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[Sync]
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bool enabled = false;
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public ToggleConditionOnOrder(ToggleConditionOnOrderInfo info)
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: base(info) { }
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void SetCondition(Actor self, bool granted)
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{
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if (granted && conditionToken == Actor.InvalidConditionToken)
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{
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conditionToken = self.GrantCondition(Info.Condition);
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if (Info.EnabledSound != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.EnabledSound, self.Owner.Faction.InternalName);
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if (Info.EnabledSpeech != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.EnabledSpeech, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(self.Owner, Info.EnabledTextNotification);
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}
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else if (!granted && conditionToken != Actor.InvalidConditionToken)
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{
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conditionToken = self.RevokeCondition(conditionToken);
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if (Info.DisabledSound != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.DisabledSound, self.Owner.Faction.InternalName);
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if (Info.DisabledSpeech != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.DisabledSpeech, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(self.Owner, Info.DisabledTextNotification);
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}
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (!IsTraitDisabled && !IsTraitPaused && order.OrderString == Info.OrderName)
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{
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enabled = !enabled;
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SetCondition(self, enabled);
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}
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}
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protected override void TraitDisabled(Actor self)
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{
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// Disabling the trait resets the condition
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enabled = false;
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SetCondition(self, false);
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}
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protected override void TraitPaused(Actor self)
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{
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// Pausing the trait removes the condition
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// but does not reset the enabled value
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SetCondition(self, false);
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}
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protected override void TraitResumed(Actor self)
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{
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// Unpausing the trait restores the previous state
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SetCondition(self, enabled);
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}
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}
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}
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