Move Power out of Building and into its own trait
Conflicts: mods/ts/rules/structures.yaml
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@@ -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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