Files
OpenRA/OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnPowerState.cs
reaperrr 786a0eb07f Refactor PowerManager and RequiresPower to use conditions
Instead of Actor.IsDisabled.
Added INotifyPowerLevelChanged interface to do so as efficiently as possible.
2017-11-13 03:09:05 +02:00

89 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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("Grants condition as long as a valid power state is maintained.")]
public class GrantConditionOnPowerStateInfo : ConditionalTraitInfo
{
[FieldLoader.Require]
[GrantedConditionReference]
[Desc("Condition to grant.")]
public readonly string Condition = null;
[FieldLoader.Require]
[Desc("PowerStates at which the condition is granted. Options are Normal, Low and Critical.")]
public readonly PowerState ValidPowerStates = PowerState.Low | PowerState.Critical;
public override object Create(ActorInitializer init) { return new GrantConditionOnPowerState(init.Self, this); }
}
public class GrantConditionOnPowerState : ConditionalTrait<GrantConditionOnPowerStateInfo>, INotifyOwnerChanged, INotifyPowerLevelChanged
{
PowerManager playerPower;
ConditionManager conditionManager;
int conditionToken = ConditionManager.InvalidConditionToken;
bool validPowerState;
public GrantConditionOnPowerState(Actor self, GrantConditionOnPowerStateInfo info)
: base(info)
{
playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
}
protected override void Created(Actor self)
{
base.Created(self);
conditionManager = self.TraitOrDefault<ConditionManager>();
Update(self);
}
protected override void TraitEnabled(Actor self)
{
Update(self);
}
protected override void TraitDisabled(Actor self)
{
Update(self);
}
void Update(Actor self)
{
if (conditionManager == null)
return;
validPowerState = !IsTraitDisabled && Info.ValidPowerStates.HasFlag(playerPower.PowerState);
if (validPowerState && conditionToken == ConditionManager.InvalidConditionToken)
conditionToken = conditionManager.GrantCondition(self, Info.Condition);
else if (!validPowerState && conditionToken != ConditionManager.InvalidConditionToken)
conditionToken = conditionManager.RevokeCondition(self, conditionToken);
}
void INotifyPowerLevelChanged.PowerLevelChanged(Actor self)
{
Update(self);
}
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
playerPower = newOwner.PlayerActor.Trait<PowerManager>();
Update(self);
}
}
}