Files
OpenRA/OpenRA.Mods.Common/Traits/Power/CanPowerDown.cs
2015-07-15 04:06:52 +03:00

76 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("The player can disable the power individually on this actor.")]
public class CanPowerDownInfo : UpgradableTraitInfo, Requires<PowerInfo>
{
[Desc("Restore power when this trait is disabled.")]
public readonly bool CancelWhenDisabled = false;
public readonly string IndicatorImage = "poweroff";
public readonly string IndicatorSequence = "offline";
public readonly string IndicatorPalette = "chrome";
public override object Create(ActorInitializer init) { return new CanPowerDown(init.Self, this); }
}
public class CanPowerDown : UpgradableTrait<CanPowerDownInfo>, IPowerModifier, IResolveOrder, IDisable, INotifyOwnerChanged
{
[Sync] bool disabled = false;
PowerManager power;
public CanPowerDown(Actor self, CanPowerDownInfo info)
: base(info)
{
power = self.Owner.PlayerActor.Trait<PowerManager>();
}
public bool Disabled { get { return disabled; } }
public void ResolveOrder(Actor self, Order order)
{
if (!IsTraitDisabled && order.OrderString == "PowerDown")
{
disabled = !disabled;
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", disabled ? "EnablePower" : "DisablePower", self.Owner.Faction.InternalName);
power.UpdateActor(self);
if (disabled)
self.World.AddFrameEndTask(w => w.Add(new PowerdownIndicator(self)));
}
}
public int GetPowerModifier()
{
return !IsTraitDisabled && disabled ? 0 : 100;
}
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
power = newOwner.PlayerActor.Trait<PowerManager>();
}
protected override void UpgradeDisabled(Actor self)
{
if (!disabled || !Info.CancelWhenDisabled)
return;
disabled = false;
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", "EnablePower", self.Owner.Faction.InternalName);
power.UpdateActor(self);
}
}
}