Route the power check for support powers via the tech tree
This commit is contained in:
@@ -102,11 +102,13 @@ namespace OpenRA.Traits
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}
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}
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public PowerState GetPowerState()
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public PowerState PowerState
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{
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get {
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if (PowerProvided >= PowerDrained) return PowerState.Normal;
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if (PowerProvided > PowerDrained / 2) return PowerState.Low;
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return PowerState.Critical;
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}
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}
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}
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}
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@@ -276,7 +276,7 @@ namespace OpenRA.Traits
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if (Paused) return;
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if (pm.GetPowerState() != PowerState.Normal)
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if (pm.PowerState != PowerState.Normal)
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{
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if (--slowdown <= 0)
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slowdown = Queue.Info.LowPowerSlowdown;
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@@ -14,12 +14,12 @@ using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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class TechTreeInfo : ITraitInfo
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public class TechTreeInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new TechTree(init);}
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}
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class TechTree
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public class TechTree
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{
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readonly List<Watcher> watchers = new List<Watcher>();
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readonly Player player;
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@@ -45,7 +45,13 @@ namespace OpenRA.Traits
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public void Add(string key, List<string> prerequisites, ITechTreeElement tte)
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{
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watchers.Add(new Watcher( key, prerequisites, tte ));
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Add(key, prerequisites, false, tte);
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}
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// set requiresPowered = true to discard buildings that have an IDisabled active (eg manually powered down)
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public void Add(string key, List<string> prerequisites, bool requiresPowered, ITechTreeElement tte)
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{
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watchers.Add(new Watcher( key, prerequisites, requiresPowered, tte ));
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}
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public void Remove(string key)
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@@ -53,7 +59,7 @@ namespace OpenRA.Traits
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watchers.RemoveAll(x => x.key == key);
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}
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public static Cache<string, List<Actor>> GatherBuildings( Player player )
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static Cache<string, List<Actor>> GatherBuildings( Player player )
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{
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var ret = new Cache<string, List<Actor>>( x => new List<Actor>() );
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if (player == null)
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@@ -77,20 +83,23 @@ namespace OpenRA.Traits
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public readonly List<string> prerequisites;
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public readonly ITechTreeElement watcher;
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bool hasPrerequisites;
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bool requiresPowered;
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public Watcher(string key, List<string> prerequisites, ITechTreeElement watcher)
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public Watcher(string key, List<string> prerequisites, bool requiresPowered, ITechTreeElement watcher)
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{
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this.key = key;
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this.prerequisites = prerequisites;
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this.watcher = watcher;
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this.hasPrerequisites = false;
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this.requiresPowered = requiresPowered;
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}
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public void Update(Cache<string, List<Actor>> buildings)
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{
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var nowHasPrerequisites = true;
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foreach (var p in prerequisites)
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if (!buildings.Keys.Contains(p))
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if (!buildings.Keys.Contains(p) ||
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(requiresPowered && buildings[p].All(b => b.TraitsImplementing<IDisable>().Any(d => d.Disabled))))
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{
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nowHasPrerequisites = false;
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break;
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@@ -107,7 +116,7 @@ namespace OpenRA.Traits
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}
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}
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interface ITechTreeElement
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public interface ITechTreeElement
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{
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void PrerequisitesAvailable(string key);
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void PrerequisitesUnavailable(string key);
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@@ -47,7 +47,6 @@ namespace OpenRA.Traits
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protected readonly Actor Self;
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protected readonly Player Owner;
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string[] effectivePrereq = {};
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bool notifiedCharging;
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bool notifiedReady;
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@@ -61,9 +60,6 @@ namespace OpenRA.Traits
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Owner = self.Owner;
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PlayerPower = self.Trait<PowerManager>();
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effectivePrereq = Info.Prerequisites
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.Select(a => a.ToLowerInvariant()).ToArray();
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self.Trait<TechTree>().Add( Info.OrderName, Info.Prerequisites.Select( a => a.ToLowerInvariant() ).ToList(), this );
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}
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@@ -75,7 +71,7 @@ namespace OpenRA.Traits
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if (Info.GivenAuto)
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IsAvailable = hasPrerequisites;
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if (IsAvailable && (!Info.RequiresPower || IsPowered()))
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if (IsAvailable && (!Info.RequiresPower || PlayerPower.PowerState == PowerState.Normal))
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{
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Trait<DeveloperMode>().FastCharge) RemainingTime = 0;
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@@ -97,16 +93,6 @@ namespace OpenRA.Traits
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}
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}
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bool IsPowered()
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{
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if (effectivePrereq.Count() == 0)
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return PlayerPower.GetPowerState() == PowerState.Normal;
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// Takes 0.3ms on pchote's machine -- calling it every tick for every active special power is retarded
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var buildings = TechTree.GatherBuildings(Owner);
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return effectivePrereq.All(a => buildings[a].Any(b => !b.TraitsImplementing<IDisable>().All(d => d.Disabled)));
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}
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public void FinishActivate()
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{
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if (Info.OneShot)
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@@ -135,7 +121,7 @@ namespace OpenRA.Traits
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if (!IsAvailable || !IsReady)
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return;
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if (Info.RequiresPower && !IsPowered())
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if (Info.RequiresPower && PlayerPower.PowerState != PowerState.Normal)
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{
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var eva = Owner.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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Sound.Play(eva.AbilityInsufficientPower);
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@@ -22,11 +22,13 @@ namespace OpenRA.Mods.RA
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[Sync]
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bool disabled = false;
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int normalPower = 0;
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readonly PowerManager PlayerPower;
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readonly PowerManager PowerManager;
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readonly TechTree TechTree;
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public CanPowerDown(ActorInitializer init)
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{
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PlayerPower = init.self.Owner.PlayerActor.Trait<PowerManager>();
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PowerManager = init.self.Owner.PlayerActor.Trait<PowerManager>();
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TechTree = init.self.Owner.PlayerActor.Trait<TechTree>();
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normalPower = init.self.Info.Traits.Get<BuildingInfo>().Power;
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}
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public bool Disabled { get { return disabled; } }
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@@ -39,7 +41,10 @@ namespace OpenRA.Mods.RA
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var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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Sound.PlayToPlayer(self.Owner, disabled ? eva.EnablePower : eva.DisablePower);
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PlayerPower.UpdateActor(self, disabled ? 0 : normalPower);
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PowerManager.UpdateActor(self, disabled ? 0 : normalPower);
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// Rebuild the tech tree; some support powers require active buildings
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TechTree.Update();
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}
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}
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}
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@@ -31,7 +31,6 @@ namespace OpenRA.Mods.RA
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bool enabled;
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int ticks;
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Player p;
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PlayerResources playerResources;
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PowerManager playerPower;
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int2 baseCenter;
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@@ -70,8 +69,6 @@ namespace OpenRA.Mods.RA
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{
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this.p = p;
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enabled = true;
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playerResources = p.PlayerActor.Trait<PlayerResources>();
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playerPower = p.PlayerActor.Trait<PowerManager>();
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}
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@@ -90,7 +90,7 @@ namespace OpenRA.Mods.RA
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Ore -= amount;
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PlayerResources.GiveOre (amount);
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}
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nextProcessTime = (PlayerPower.GetPowerState() == PowerState.Normal)?
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nextProcessTime = (PlayerPower.PowerState == PowerState.Normal)?
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Info.ProcessTick : Info.LowPowerProcessTick ;
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}
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}
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@@ -19,11 +19,9 @@ namespace OpenRA.Mods.RA
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class RequiresPower : IDisable
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{
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readonly Actor self;
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readonly PowerManager power;
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public RequiresPower( Actor self )
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{
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this.self = self;
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power = self.Owner.PlayerActor.Trait<PowerManager>();
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}
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@@ -454,7 +454,7 @@ namespace OpenRA.Mods.RA.Widgets
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DrawRightAligned("${0}".F(cost), pos + new int2(-5, 5),
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(resources.DisplayCash + resources.DisplayOre >= cost ? Color.White : Color.Red ));
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var lowpower = power.GetPowerState() != PowerState.Normal;
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var lowpower = power.PowerState != PowerState.Normal;
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var time = CurrentQueue.GetBuildTime(info.Name)
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* ((lowpower)? CurrentQueue.Info.LowPowerSlowdown : 1);
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DrawRightAligned(WorldUtils.FormatTime(time), pos + new int2(-5, 35), lowpower ? Color.Red: Color.White);
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@@ -50,9 +50,9 @@ namespace OpenRA.Mods.RA.Widgets
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float2 powerLevel = new float2(lastPowerProvidedPos.Value, barStart.Y);
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var color = Color.LimeGreen;
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if (power.GetPowerState() == PowerState.Low)
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if (power.PowerState == PowerState.Low)
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color = Color.Orange;
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if (power.GetPowerState() == PowerState.Critical)
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if (power.PowerState == PowerState.Critical)
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color = Color.Red;
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var colorDark = Graphics.Util.Lerp(0.25f, color, Color.Black);
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