78 lines
2.5 KiB
C#
78 lines
2.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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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("Applies an upgrade to actors within a specified range.")]
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public class UpgradeOnDamageInfo : ITraitInfo, Requires<UpgradeManagerInfo>
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{
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[UpgradeGrantedReference, FieldLoader.Require]
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[Desc("The upgrades to grant.")]
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public readonly string[] Upgrades = { };
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[Desc("Play a random sound from this list when enabled.")]
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public readonly string[] EnabledSounds = { };
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[Desc("Play a random sound from this list when disabled.")]
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public readonly string[] DisabledSounds = { };
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[Desc("Levels of damage at which to grant upgrades.")]
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public readonly DamageState ValidDamageStates = DamageState.Heavy | DamageState.Critical;
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[Desc("Are upgrades irrevocable once the conditions have been met?")]
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public readonly bool GrantPermanently = false;
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public object Create(ActorInitializer init) { return new UpgradeOnDamage(init.Self, this); }
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}
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public class UpgradeOnDamage : INotifyDamageStateChanged
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{
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readonly UpgradeOnDamageInfo info;
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readonly UpgradeManager um;
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bool granted;
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public UpgradeOnDamage(Actor self, UpgradeOnDamageInfo info)
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{
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this.info = info;
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um = self.TraitOrDefault<UpgradeManager>();
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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if (um == null)
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return;
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if (granted && info.GrantPermanently)
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return;
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var rand = Game.CosmeticRandom;
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if (!granted && info.ValidDamageStates.HasFlag(e.DamageState) && !info.ValidDamageStates.HasFlag(e.PreviousDamageState))
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{
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granted = true;
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var sound = info.EnabledSounds.RandomOrDefault(rand);
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Game.Sound.Play(sound, self.CenterPosition);
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foreach (var u in info.Upgrades)
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um.GrantUpgrade(self, u, this);
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}
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else if (granted && !info.ValidDamageStates.HasFlag(e.DamageState) && info.ValidDamageStates.HasFlag(e.PreviousDamageState))
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{
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granted = false;
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var sound = info.DisabledSounds.RandomOrDefault(rand);
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Game.Sound.Play(sound, self.CenterPosition);
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foreach (var u in info.Upgrades)
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um.RevokeUpgrade(self, u, this);
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}
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}
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}
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}
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