Shift Actor.Health onto a trait.

Known regressions:
 - cnc only
 - health bar colors
 - can't repair buildings
This commit is contained in:
Paul Chote
2010-07-30 00:01:59 +12:00
parent 1e08dc6301
commit 6fba888d45
56 changed files with 530 additions and 303 deletions

View File

@@ -18,13 +18,7 @@ using OpenRA.Traits.Activities;
namespace OpenRA.Traits
{
public class OwnedActorInfo
{
public readonly int HP = 0;
public readonly ArmorType Armor = ArmorType.none;
}
public class BuildingInfo : OwnedActorInfo, ITraitInfo
public class BuildingInfo : ITraitInfo
{
public readonly int Power = 0;
public readonly bool BaseNormal = true;
@@ -44,14 +38,12 @@ namespace OpenRA.Traits
public object Create(ActorInitializer init) { return new Building(init); }
}
public class Building : INotifyDamage, IResolveOrder, ITick, IRenderModifier, IOccupySpace, IRadarSignature
public class Building : INotifyDamage, IResolveOrder, IRenderModifier, IOccupySpace, IRadarSignature
{
readonly Actor self;
public readonly BuildingInfo Info;
[Sync]
readonly int2 topLeft;
[Sync]
bool isRepairing = false;
public bool Disabled
{
@@ -73,11 +65,13 @@ namespace OpenRA.Traits
.WithInterface<IPowerModifier>()
.Select(t => t.GetPowerModifier())
.Product();
var maxHP = self.Info.Traits.Get<BuildingInfo>().HP;
if (Info.Power > 0)
return (int)(modifier*(self.Health * Info.Power) / maxHP);
{
var health = self.traits.GetOrDefault<Health>();
var healthFraction = (health == null) ? 1f : health.HPFraction;
return (int)(modifier * healthFraction * Info.Power);
}
else
return (int)(modifier * Info.Power);
}
@@ -98,44 +92,6 @@ namespace OpenRA.Traits
self.CancelActivity();
self.QueueActivity(new Sell());
}
if (order.OrderString == "Repair")
{
isRepairing = !isRepairing;
}
}
int remainingTicks;
public void Tick(Actor self)
{
if (!isRepairing) return;
if (remainingTicks == 0)
{
var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
var buildingValue = csv != null ? csv.Value : self.Info.Traits.Get<ValuedInfo>().Cost;
var maxHP = self.Info.Traits.Get<BuildingInfo>().HP;
var costPerHp = (self.World.Defaults.RepairPercent * buildingValue) / maxHP;
var hpToRepair = Math.Min(self.World.Defaults.RepairStep, maxHP - self.Health);
var cost = (int)Math.Ceiling(costPerHp * hpToRepair);
if (!self.Owner.PlayerActor.traits.Get<PlayerResources>().TakeCash(cost))
{
remainingTicks = 1;
return;
}
self.World.AddFrameEndTask(w => w.Add(new RepairIndicator(self)));
self.InflictDamage(self, -hpToRepair, null);
if (self.Health == maxHP)
{
isRepairing = false;
return;
}
remainingTicks = (int)(self.World.Defaults.RepairRate * 60 * 25);
}
else
--remainingTicks;
}
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)