60 lines
2.1 KiB
C#
60 lines
2.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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 System.Linq;
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using Eluant;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptPropertyGroup("Player")]
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public class PlayerConditionProperties : ScriptPlayerProperties
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{
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readonly ExternalCondition[] externalConditions;
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public PlayerConditionProperties(ScriptContext context, Player player)
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: base(context, player)
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{
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externalConditions = player.PlayerActor.TraitsImplementing<ExternalCondition>().ToArray();
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}
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[Desc("Grant an external condition on the player actor and return the revocation token.",
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"Conditions must be defined on an ExternalConditions trait on the player actor.",
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"If duration > 0 the condition will be automatically revoked after the defined number of ticks.")]
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public int GrantCondition(string condition, int duration = 0)
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{
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var external = externalConditions
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.FirstOrDefault(t => t.Info.Condition == condition && t.CanGrantCondition(Player.PlayerActor, this));
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if (external == null)
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throw new LuaException("Condition `{0}` has not been listed on an enabled ExternalCondition trait".F(condition));
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return external.GrantCondition(Player.PlayerActor, this, duration);
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}
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[Desc("Revoke a condition using the token returned by GrantCondition.")]
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public void RevokeCondition(int token)
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{
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foreach (var external in externalConditions)
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if (external.TryRevokeCondition(Player.PlayerActor, this, token))
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break;
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}
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[Desc("Check whether this player actor accepts a specific external condition.")]
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public bool AcceptsCondition(string condition)
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{
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return externalConditions
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.Any(t => t.Info.Condition == condition && t.CanGrantCondition(Player.PlayerActor, this));
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}
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}
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}
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