Move Power out of Building and into its own trait
Conflicts: mods/ts/rules/structures.yaml
This commit is contained in:
@@ -23,8 +23,6 @@ namespace OpenRA.Mods.RA.Buildings
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public class BuildingInfo : ITraitInfo, IOccupySpaceInfo, UsesInit<LocationInit>
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{
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[Desc("If negative, it will drain power, if positive, it will provide power.")]
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public readonly int Power = 0;
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[Desc("Where you are allowed to place the building (Water, Clear, ...)")]
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public readonly string[] TerrainTypes = {};
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[Desc("The range to the next building it can be constructed. Set it higher for walls.")]
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@@ -101,7 +99,7 @@ namespace OpenRA.Mods.RA.Buildings
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}
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}
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public class Building : INotifyDamage, IOccupySpace, INotifyCapture, INotifySold, INotifyTransform, ISync, ITechTreePrerequisite, INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld
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public class Building : IOccupySpace, INotifySold, INotifyTransform, ISync, ITechTreePrerequisite, INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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public readonly BuildingInfo Info;
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public bool BuildComplete { get; private set; }
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@@ -109,8 +107,6 @@ namespace OpenRA.Mods.RA.Buildings
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readonly Actor self;
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public readonly bool SkipMakeAnimation;
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PowerManager PlayerPower;
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/* shared activity lock: undeploy, sell, capture, etc */
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[Sync] public bool Locked = true;
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@@ -135,7 +131,6 @@ namespace OpenRA.Mods.RA.Buildings
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this.self = init.self;
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this.topLeft = init.Get<LocationInit, CPos>();
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this.Info = info;
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this.PlayerPower = init.self.Owner.PlayerActor.Trait<PowerManager>();
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occupiedCells = FootprintUtils.UnpathableTiles( self.Info.Name, Info, TopLeft )
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.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
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@@ -144,30 +139,9 @@ namespace OpenRA.Mods.RA.Buildings
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SkipMakeAnimation = init.Contains<SkipMakeAnimsInit>();
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}
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public int GetPowerUsage()
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{
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if (Info.Power <= 0)
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return Info.Power;
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var health = self.TraitOrDefault<Health>();
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return health != null ? (Info.Power * health.HP / health.MaxHP) : Info.Power;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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// Power plants lose power with damage
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if (Info.Power > 0)
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PlayerPower.UpdateActor(self, GetPowerUsage());
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}
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Pair<CPos, SubCell>[] occupiedCells;
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public IEnumerable<Pair<CPos, SubCell>> OccupiedCells() { return occupiedCells; }
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public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
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{
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PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
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}
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public void Created(Actor self)
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{
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if (SkipMakeAnimation || !self.HasTrait<WithMakeAnimation>())
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@@ -1,55 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Buildings
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{
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[Desc("The player can disable the power individually on this actor.")]
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public class CanPowerDownInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new CanPowerDown(init); }
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}
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public class CanPowerDown : IResolveOrder, IDisable, INotifyCapture, ISync
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{
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[Sync] bool disabled = false;
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int normalPower = 0;
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PowerManager PowerManager;
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public CanPowerDown(ActorInitializer init)
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{
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PowerManager = init.self.Owner.PlayerActor.Trait<PowerManager>();
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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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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "PowerDown")
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{
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disabled = !disabled;
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Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", (disabled ? "EnablePower" : "DisablePower"), self.Owner.Country.Race);
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PowerManager.UpdateActor(self, disabled ? 0 : normalPower);
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if (disabled)
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self.World.AddFrameEndTask(
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w => w.Add(new PowerdownIndicator(self)));
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}
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}
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public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
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{
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PowerManager = newOwner.PlayerActor.Trait<PowerManager>();
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}
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}
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}
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@@ -21,11 +21,11 @@ namespace OpenRA.Mods.RA.Buildings
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public class PowerManager : ITick, ISync
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{
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PowerManagerInfo Info;
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Player Player;
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DeveloperMode devMode;
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readonly PowerManagerInfo info;
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readonly Player player;
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readonly DeveloperMode devMode;
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Dictionary<Actor, int> PowerDrain = new Dictionary<Actor, int>();
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readonly Dictionary<Actor, int> powerDrain = new Dictionary<Actor, int>();
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[Sync] int totalProvided;
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public int PowerProvided { get { return totalProvided; } }
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@@ -36,8 +36,8 @@ namespace OpenRA.Mods.RA.Buildings
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public PowerManager(ActorInitializer init, PowerManagerInfo info)
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{
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Info = info;
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Player = init.self.Owner;
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this.info = info;
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player = init.self.Owner;
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init.world.ActorAdded += ActorAdded;
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init.world.ActorRemoved += ActorRemoved;
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@@ -48,17 +48,22 @@ namespace OpenRA.Mods.RA.Buildings
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void ActorAdded(Actor a)
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{
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if (a.Owner != Player || !a.HasTrait<Building>())
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if (a.Owner != player)
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return;
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PowerDrain.Add(a, a.Trait<Building>().GetPowerUsage());
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var power = a.TraitOrDefault<Power>();
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if (power == null)
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return;
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powerDrain.Add(a, power.CurrentPower);
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UpdateTotals();
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}
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void ActorRemoved(Actor a)
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{
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if (a.Owner != Player || !a.HasTrait<Building>())
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if (a.Owner != player || !a.HasTrait<Power>())
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return;
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PowerDrain.Remove(a);
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powerDrain.Remove(a);
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UpdateTotals();
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}
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@@ -66,7 +71,7 @@ namespace OpenRA.Mods.RA.Buildings
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{
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totalProvided = 0;
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totalDrained = 0;
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foreach (var kv in PowerDrain)
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foreach (var kv in powerDrain)
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{
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var p = kv.Value;
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if (p > 0)
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@@ -81,10 +86,10 @@ namespace OpenRA.Mods.RA.Buildings
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public void UpdateActor(Actor a, int newPower)
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{
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if (a.Owner != Player || !a.HasTrait<Building>())
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if (a.Owner != player || !a.HasTrait<Power>())
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return;
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PowerDrain[a] = newPower;
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powerDrain[a] = newPower;
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UpdateTotals();
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}
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@@ -109,7 +114,7 @@ namespace OpenRA.Mods.RA.Buildings
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{
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if (lowPower)
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Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", "LowPower", self.Owner.Country.Race);
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nextPowerAdviceTime = Info.AdviceInterval;
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nextPowerAdviceTime = info.AdviceInterval;
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}
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}
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