Files
OpenRA/OpenRA.Mods.Common/Traits/Upgrades/UpgradeOnDamage.cs
reaperrr e59a491c1b Allow UpgradeOnDamage to grant permanent upgrades
Needed to properly implement things like permanently crippled weapons or limbs.
2016-06-12 14:25:23 +02:00

78 lines
2.5 KiB
C#

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