Move Power out of Building and into its own trait

Conflicts:
	mods/ts/rules/structures.yaml
This commit is contained in:
ScottNZ
2014-08-02 01:38:14 +12:00
parent 9527d7c2f4
commit 692e3a9c88
23 changed files with 383 additions and 211 deletions

View File

@@ -21,11 +21,11 @@ namespace OpenRA.Mods.RA.Buildings
public class PowerManager : ITick, ISync
{
PowerManagerInfo Info;
Player Player;
DeveloperMode devMode;
readonly PowerManagerInfo info;
readonly Player player;
readonly DeveloperMode devMode;
Dictionary<Actor, int> PowerDrain = new Dictionary<Actor, int>();
readonly Dictionary<Actor, int> powerDrain = new Dictionary<Actor, int>();
[Sync] int totalProvided;
public int PowerProvided { get { return totalProvided; } }
@@ -36,8 +36,8 @@ namespace OpenRA.Mods.RA.Buildings
public PowerManager(ActorInitializer init, PowerManagerInfo info)
{
Info = info;
Player = init.self.Owner;
this.info = info;
player = init.self.Owner;
init.world.ActorAdded += ActorAdded;
init.world.ActorRemoved += ActorRemoved;
@@ -48,17 +48,22 @@ namespace OpenRA.Mods.RA.Buildings
void ActorAdded(Actor a)
{
if (a.Owner != Player || !a.HasTrait<Building>())
if (a.Owner != player)
return;
PowerDrain.Add(a, a.Trait<Building>().GetPowerUsage());
var power = a.TraitOrDefault<Power>();
if (power == null)
return;
powerDrain.Add(a, power.CurrentPower);
UpdateTotals();
}
void ActorRemoved(Actor a)
{
if (a.Owner != Player || !a.HasTrait<Building>())
if (a.Owner != player || !a.HasTrait<Power>())
return;
PowerDrain.Remove(a);
powerDrain.Remove(a);
UpdateTotals();
}
@@ -66,7 +71,7 @@ namespace OpenRA.Mods.RA.Buildings
{
totalProvided = 0;
totalDrained = 0;
foreach (var kv in PowerDrain)
foreach (var kv in powerDrain)
{
var p = kv.Value;
if (p > 0)
@@ -81,10 +86,10 @@ namespace OpenRA.Mods.RA.Buildings
public void UpdateActor(Actor a, int newPower)
{
if (a.Owner != Player || !a.HasTrait<Building>())
if (a.Owner != player || !a.HasTrait<Power>())
return;
PowerDrain[a] = newPower;
powerDrain[a] = newPower;
UpdateTotals();
}
@@ -109,7 +114,7 @@ namespace OpenRA.Mods.RA.Buildings
{
if (lowPower)
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", "LowPower", self.Owner.Country.Race);
nextPowerAdviceTime = Info.AdviceInterval;
nextPowerAdviceTime = info.AdviceInterval;
}
}