Route the power check for support powers via the tech tree

This commit is contained in:
Paul Chote
2010-09-18 20:42:32 +12:00
parent 2a10af2007
commit 652f06f604
10 changed files with 42 additions and 45 deletions

View File

@@ -102,11 +102,13 @@ namespace OpenRA.Traits
}
}
public PowerState GetPowerState()
public PowerState PowerState
{
get {
if (PowerProvided >= PowerDrained) return PowerState.Normal;
if (PowerProvided > PowerDrained / 2) return PowerState.Low;
return PowerState.Critical;
}
}
}
}

View File

@@ -276,7 +276,7 @@ namespace OpenRA.Traits
if (Paused) return;
if (pm.GetPowerState() != PowerState.Normal)
if (pm.PowerState != PowerState.Normal)
{
if (--slowdown <= 0)
slowdown = Queue.Info.LowPowerSlowdown;

View File

@@ -14,12 +14,12 @@ using OpenRA.FileFormats;
namespace OpenRA.Traits
{
class TechTreeInfo : ITraitInfo
public class TechTreeInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new TechTree(init);}
}
class TechTree
public class TechTree
{
readonly List<Watcher> watchers = new List<Watcher>();
readonly Player player;
@@ -45,7 +45,13 @@ namespace OpenRA.Traits
public void Add(string key, List<string> prerequisites, ITechTreeElement tte)
{
watchers.Add(new Watcher( key, prerequisites, tte ));
Add(key, prerequisites, false, tte);
}
// set requiresPowered = true to discard buildings that have an IDisabled active (eg manually powered down)
public void Add(string key, List<string> prerequisites, bool requiresPowered, ITechTreeElement tte)
{
watchers.Add(new Watcher( key, prerequisites, requiresPowered, tte ));
}
public void Remove(string key)
@@ -53,7 +59,7 @@ namespace OpenRA.Traits
watchers.RemoveAll(x => x.key == key);
}
public static Cache<string, List<Actor>> GatherBuildings( Player player )
static Cache<string, List<Actor>> GatherBuildings( Player player )
{
var ret = new Cache<string, List<Actor>>( x => new List<Actor>() );
if (player == null)
@@ -77,20 +83,23 @@ namespace OpenRA.Traits
public readonly List<string> prerequisites;
public readonly ITechTreeElement watcher;
bool hasPrerequisites;
bool requiresPowered;
public Watcher(string key, List<string> prerequisites, ITechTreeElement watcher)
public Watcher(string key, List<string> prerequisites, bool requiresPowered, ITechTreeElement watcher)
{
this.key = key;
this.prerequisites = prerequisites;
this.watcher = watcher;
this.hasPrerequisites = false;
this.requiresPowered = requiresPowered;
}
public void Update(Cache<string, List<Actor>> buildings)
{
var nowHasPrerequisites = true;
foreach (var p in prerequisites)
if (!buildings.Keys.Contains(p))
if (!buildings.Keys.Contains(p) ||
(requiresPowered && buildings[p].All(b => b.TraitsImplementing<IDisable>().Any(d => d.Disabled))))
{
nowHasPrerequisites = false;
break;
@@ -107,7 +116,7 @@ namespace OpenRA.Traits
}
}
interface ITechTreeElement
public interface ITechTreeElement
{
void PrerequisitesAvailable(string key);
void PrerequisitesUnavailable(string key);

View File

@@ -47,7 +47,6 @@ namespace OpenRA.Traits
protected readonly Actor Self;
protected readonly Player Owner;
string[] effectivePrereq = {};
bool notifiedCharging;
bool notifiedReady;
@@ -61,9 +60,6 @@ namespace OpenRA.Traits
Owner = self.Owner;
PlayerPower = self.Trait<PowerManager>();
effectivePrereq = Info.Prerequisites
.Select(a => a.ToLowerInvariant()).ToArray();
self.Trait<TechTree>().Add( Info.OrderName, Info.Prerequisites.Select( a => a.ToLowerInvariant() ).ToList(), this );
}
@@ -75,7 +71,7 @@ namespace OpenRA.Traits
if (Info.GivenAuto)
IsAvailable = hasPrerequisites;
if (IsAvailable && (!Info.RequiresPower || IsPowered()))
if (IsAvailable && (!Info.RequiresPower || PlayerPower.PowerState == PowerState.Normal))
{
if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Trait<DeveloperMode>().FastCharge) RemainingTime = 0;
@@ -97,16 +93,6 @@ namespace OpenRA.Traits
}
}
bool IsPowered()
{
if (effectivePrereq.Count() == 0)
return PlayerPower.GetPowerState() == PowerState.Normal;
// Takes 0.3ms on pchote's machine -- calling it every tick for every active special power is retarded
var buildings = TechTree.GatherBuildings(Owner);
return effectivePrereq.All(a => buildings[a].Any(b => !b.TraitsImplementing<IDisable>().All(d => d.Disabled)));
}
public void FinishActivate()
{
if (Info.OneShot)
@@ -135,7 +121,7 @@ namespace OpenRA.Traits
if (!IsAvailable || !IsReady)
return;
if (Info.RequiresPower && !IsPowered())
if (Info.RequiresPower && PlayerPower.PowerState != PowerState.Normal)
{
var eva = Owner.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.Play(eva.AbilityInsufficientPower);

View File

@@ -22,11 +22,13 @@ namespace OpenRA.Mods.RA
[Sync]
bool disabled = false;
int normalPower = 0;
readonly PowerManager PlayerPower;
readonly PowerManager PowerManager;
readonly TechTree TechTree;
public CanPowerDown(ActorInitializer init)
{
PlayerPower = init.self.Owner.PlayerActor.Trait<PowerManager>();
PowerManager = init.self.Owner.PlayerActor.Trait<PowerManager>();
TechTree = init.self.Owner.PlayerActor.Trait<TechTree>();
normalPower = init.self.Info.Traits.Get<BuildingInfo>().Power;
}
public bool Disabled { get { return disabled; } }
@@ -39,7 +41,10 @@ namespace OpenRA.Mods.RA
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer(self.Owner, disabled ? eva.EnablePower : eva.DisablePower);
PlayerPower.UpdateActor(self, disabled ? 0 : normalPower);
PowerManager.UpdateActor(self, disabled ? 0 : normalPower);
// Rebuild the tech tree; some support powers require active buildings
TechTree.Update();
}
}
}

View File

@@ -31,7 +31,6 @@ namespace OpenRA.Mods.RA
bool enabled;
int ticks;
Player p;
PlayerResources playerResources;
PowerManager playerPower;
int2 baseCenter;
@@ -70,8 +69,6 @@ namespace OpenRA.Mods.RA
{
this.p = p;
enabled = true;
playerResources = p.PlayerActor.Trait<PlayerResources>();
playerPower = p.PlayerActor.Trait<PowerManager>();
}

View File

@@ -90,7 +90,7 @@ namespace OpenRA.Mods.RA
Ore -= amount;
PlayerResources.GiveOre (amount);
}
nextProcessTime = (PlayerPower.GetPowerState() == PowerState.Normal)?
nextProcessTime = (PlayerPower.PowerState == PowerState.Normal)?
Info.ProcessTick : Info.LowPowerProcessTick ;
}
}

View File

@@ -19,11 +19,9 @@ namespace OpenRA.Mods.RA
class RequiresPower : IDisable
{
readonly Actor self;
readonly PowerManager power;
public RequiresPower( Actor self )
{
this.self = self;
power = self.Owner.PlayerActor.Trait<PowerManager>();
}

View File

@@ -454,7 +454,7 @@ namespace OpenRA.Mods.RA.Widgets
DrawRightAligned("${0}".F(cost), pos + new int2(-5, 5),
(resources.DisplayCash + resources.DisplayOre >= cost ? Color.White : Color.Red ));
var lowpower = power.GetPowerState() != PowerState.Normal;
var lowpower = power.PowerState != PowerState.Normal;
var time = CurrentQueue.GetBuildTime(info.Name)
* ((lowpower)? CurrentQueue.Info.LowPowerSlowdown : 1);
DrawRightAligned(WorldUtils.FormatTime(time), pos + new int2(-5, 35), lowpower ? Color.Red: Color.White);

View File

@@ -50,9 +50,9 @@ namespace OpenRA.Mods.RA.Widgets
float2 powerLevel = new float2(lastPowerProvidedPos.Value, barStart.Y);
var color = Color.LimeGreen;
if (power.GetPowerState() == PowerState.Low)
if (power.PowerState == PowerState.Low)
color = Color.Orange;
if (power.GetPowerState() == PowerState.Critical)
if (power.PowerState == PowerState.Critical)
color = Color.Red;
var colorDark = Graphics.Util.Lerp(0.25f, color, Color.Black);