Move Power out of Building and into its own trait
Conflicts: mods/ts/rules/structures.yaml
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55
OpenRA.Mods.RA/CanPowerDown.cs
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55
OpenRA.Mods.RA/CanPowerDown.cs
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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, Requires<PowerInfo>
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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<PowerInfo>().Amount;
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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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