Refactor PowerManager and RequiresPower to use conditions
Instead of Actor.IsDisabled. Added INotifyPowerLevelChanged interface to do so as efficiently as possible.
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Grants condition as long as a valid power state is maintained.")]
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public class GrantConditionOnPowerStateInfo : ConditionalTraitInfo
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{
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[FieldLoader.Require]
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[GrantedConditionReference]
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[Desc("Condition to grant.")]
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public readonly string Condition = null;
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[FieldLoader.Require]
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[Desc("PowerStates at which the condition is granted. Options are Normal, Low and Critical.")]
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public readonly PowerState ValidPowerStates = PowerState.Low | PowerState.Critical;
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public override object Create(ActorInitializer init) { return new GrantConditionOnPowerState(init.Self, this); }
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}
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public class GrantConditionOnPowerState : ConditionalTrait<GrantConditionOnPowerStateInfo>, INotifyOwnerChanged, INotifyPowerLevelChanged
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{
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PowerManager playerPower;
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ConditionManager conditionManager;
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int conditionToken = ConditionManager.InvalidConditionToken;
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bool validPowerState;
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public GrantConditionOnPowerState(Actor self, GrantConditionOnPowerStateInfo info)
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: base(info)
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{
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playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
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}
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protected override void Created(Actor self)
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{
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base.Created(self);
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conditionManager = self.TraitOrDefault<ConditionManager>();
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Update(self);
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}
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protected override void TraitEnabled(Actor self)
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{
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Update(self);
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}
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protected override void TraitDisabled(Actor self)
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{
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Update(self);
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}
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void Update(Actor self)
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{
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if (conditionManager == null)
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return;
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validPowerState = !IsTraitDisabled && Info.ValidPowerStates.HasFlag(playerPower.PowerState);
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if (validPowerState && conditionToken == ConditionManager.InvalidConditionToken)
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conditionToken = conditionManager.GrantCondition(self, Info.Condition);
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else if (!validPowerState && conditionToken != ConditionManager.InvalidConditionToken)
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conditionToken = conditionManager.RevokeCondition(self, conditionToken);
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}
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void INotifyPowerLevelChanged.PowerLevelChanged(Actor self)
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{
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Update(self);
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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playerPower = newOwner.PlayerActor.Trait<PowerManager>();
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Update(self);
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}
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}
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}
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