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OpenRA/OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnMovement.cs
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

66 lines
2.0 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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
{
public class GrantConditionOnMovementInfo : ConditionalTraitInfo, Requires<IMoveInfo>
{
[FieldLoader.Require]
[GrantedConditionReference]
[Desc("Condition to grant.")]
public readonly string Condition = null;
[Desc("Apply condition on listed movement types. Available options are: None, Horizontal, Vertical, Turn.")]
public readonly MovementType ValidMovementTypes = MovementType.Horizontal;
public override object Create(ActorInitializer init) { return new GrantConditionOnMovement(init.Self, this); }
}
public class GrantConditionOnMovement : ConditionalTrait<GrantConditionOnMovementInfo>, INotifyMoving
{
readonly IMove movement;
int conditionToken = Actor.InvalidConditionToken;
public GrantConditionOnMovement(Actor self, GrantConditionOnMovementInfo info)
: base(info)
{
movement = self.Trait<IMove>();
}
void UpdateCondition(Actor self, MovementType types)
{
var validMovement = !IsTraitDisabled && (types & Info.ValidMovementTypes) != 0;
if (!validMovement && conditionToken != Actor.InvalidConditionToken)
conditionToken = self.RevokeCondition(conditionToken);
else if (validMovement && conditionToken == Actor.InvalidConditionToken)
conditionToken = self.GrantCondition(Info.Condition);
}
void INotifyMoving.MovementTypeChanged(Actor self, MovementType types)
{
UpdateCondition(self, types);
}
protected override void TraitEnabled(Actor self)
{
UpdateCondition(self, movement.CurrentMovementTypes);
}
protected override void TraitDisabled(Actor self)
{
UpdateCondition(self, movement.CurrentMovementTypes);
}
}
}