Files
OpenRA/OpenRA.Mods.Common/Traits/Conditions/ToggleConditionOnOrder.cs
2024-10-04 15:11:27 +03:00

118 lines
3.7 KiB
C#

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