Selectively power-up/down buildings via chrome
This commit is contained in:
@@ -26,6 +26,7 @@ namespace OpenRa.Game
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readonly Animation repairButton;
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readonly Animation repairButton;
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readonly Animation sellButton;
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readonly Animation sellButton;
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readonly Animation pwrdownButton;
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readonly SpriteRenderer buildPaletteRenderer;
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readonly SpriteRenderer buildPaletteRenderer;
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readonly Animation cantBuild;
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readonly Animation cantBuild;
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@@ -77,6 +78,9 @@ namespace OpenRa.Game
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sellButton = new Animation("sell");
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sellButton = new Animation("sell");
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sellButton.PlayRepeating("normal");
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sellButton.PlayRepeating("normal");
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pwrdownButton = new Animation("repair");
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pwrdownButton.PlayRepeating("normal");
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blank = SheetBuilder.Add(new Size(64, 48), 16);
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blank = SheetBuilder.Add(new Size(64, 48), 16);
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@@ -285,7 +289,7 @@ namespace OpenRa.Game
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// Repair
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// Repair
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Rectangle repairRect = new Rectangle(Game.viewport.Width - 100, 5, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);
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Rectangle repairRect = new Rectangle(Game.viewport.Width - 120, 5, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);
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var repairDrawPos = Game.viewport.Location + new float2(repairRect.Location);
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var repairDrawPos = Game.viewport.Location + new float2(repairRect.Location);
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var hasFact = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ConstructionYard>());
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var hasFact = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ConstructionYard>());
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@@ -300,7 +304,7 @@ namespace OpenRa.Game
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buildPaletteRenderer.DrawSprite(repairButton.Image, repairDrawPos, PaletteType.Chrome);
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buildPaletteRenderer.DrawSprite(repairButton.Image, repairDrawPos, PaletteType.Chrome);
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// Sell
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// Sell
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Rectangle sellRect = new Rectangle(Game.viewport.Width - 60, 5,
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Rectangle sellRect = new Rectangle(Game.viewport.Width - 80, 5,
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sellButton.Image.bounds.Width, sellButton.Image.bounds.Height);
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sellButton.Image.bounds.Width, sellButton.Image.bounds.Height);
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var sellDrawPos = Game.viewport.Location + new float2(sellRect.Location);
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var sellDrawPos = Game.viewport.Location + new float2(sellRect.Location);
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@@ -310,6 +314,21 @@ namespace OpenRa.Game
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AddButton(sellRect, isLmb => Game.controller.ToggleInputMode<SellOrderGenerator>());
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AddButton(sellRect, isLmb => Game.controller.ToggleInputMode<SellOrderGenerator>());
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buildPaletteRenderer.DrawSprite(sellButton.Image, sellDrawPos, PaletteType.Chrome);
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buildPaletteRenderer.DrawSprite(sellButton.Image, sellDrawPos, PaletteType.Chrome);
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buildPaletteRenderer.Flush();
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buildPaletteRenderer.Flush();
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if (Game.Settings.PowerDownBuildings)
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{
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// Power Down
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Rectangle pwrdownRect = new Rectangle(Game.viewport.Width - 40, 5,
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pwrdownButton.Image.bounds.Width, pwrdownButton.Image.bounds.Height);
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var pwrdownDrawPos = Game.viewport.Location + new float2(pwrdownRect.Location);
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pwrdownButton.ReplaceAnim(Game.controller.orderGenerator is PowerDownOrderGenerator ? "pressed" : "normal");
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AddButton(pwrdownRect, isLmb => Game.controller.ToggleInputMode<PowerDownOrderGenerator>());
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buildPaletteRenderer.DrawSprite(pwrdownButton.Image, pwrdownDrawPos, PaletteType.Chrome);
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}
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buildPaletteRenderer.Flush();
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}
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}
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void HandleChronosphereButton()
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void HandleChronosphereButton()
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@@ -32,5 +32,6 @@ namespace OpenRa.Game
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public static Cursor SellBlocked { get { return new Cursor("sell-blocked"); } }
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public static Cursor SellBlocked { get { return new Cursor("sell-blocked"); } }
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public static Cursor Repair { get { return new Cursor("repair"); } }
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public static Cursor Repair { get { return new Cursor("repair"); } }
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public static Cursor RepairBlocked { get { return new Cursor("repair-blocked"); } }
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public static Cursor RepairBlocked { get { return new Cursor("repair-blocked"); } }
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public static Cursor PowerDown { get { return new Cursor("powerdown"); } }
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}
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}
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}
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}
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@@ -27,6 +27,7 @@ namespace OpenRa.Game.GameRules
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// Gameplay options
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// Gameplay options
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public readonly bool RepairRequiresConyard = true;
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public readonly bool RepairRequiresConyard = true;
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public readonly bool PowerDownBuildings = true;
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}
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}
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}
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}
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@@ -11,8 +11,16 @@ namespace OpenRa.Game.Graphics
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static Sprite[] LoadCursors(string filename)
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static Sprite[] LoadCursors(string filename)
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{
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{
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var shp = new Dune2ShpReader(FileSystem.OpenWithExts(filename, exts));
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try
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return shp.Select(a => SheetBuilder.Add(a.Image, a.Size)).ToArray();
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{
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var shp = new Dune2ShpReader(FileSystem.OpenWithExts(filename, exts));
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return shp.Select(a => SheetBuilder.Add(a.Image, a.Size)).ToArray();
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}
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catch (System.IndexOutOfRangeException) // This will occur when loading a custom (RA-format) .shp
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{
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var shp = new ShpReader(FileSystem.OpenWithExts(filename, exts));
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return shp.Select(a => SheetBuilder.Add(a.Image, shp.Size)).ToArray();
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}
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}
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}
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public static Sprite[] LoadAllSprites(string filename) { return cursors[filename]; }
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public static Sprite[] LoadAllSprites(string filename) { return cursors[filename]; }
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@@ -103,6 +103,7 @@
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<Compile Include="Orders\NetworkOrderSource.cs" />
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<Compile Include="Orders\NetworkOrderSource.cs" />
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<Compile Include="Orders\OrderIO.cs" />
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<Compile Include="Orders\OrderIO.cs" />
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<Compile Include="Orders\OrderManager.cs" />
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<Compile Include="Orders\OrderManager.cs" />
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<Compile Include="Orders\PowerDownOrderGenerator.cs" />
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<Compile Include="Orders\RepairOrderGenerator.cs" />
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<Compile Include="Orders\RepairOrderGenerator.cs" />
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<Compile Include="Orders\SellOrderGenerator.cs" />
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<Compile Include="Orders\SellOrderGenerator.cs" />
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<Compile Include="Orders\ChronoshiftDestinationOrderGenerator.cs" />
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<Compile Include="Orders\ChronoshiftDestinationOrderGenerator.cs" />
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47
OpenRa.Game/Orders/PowerDownOrderGenerator.cs
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47
OpenRa.Game/Orders/PowerDownOrderGenerator.cs
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@@ -0,0 +1,47 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game.Orders
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{
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class PowerDownOrderGenerator : IOrderGenerator
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{
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public IEnumerable<Order> Order(int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(xy, mi);
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}
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IEnumerable<Order> OrderInner(int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var loc = mi.Location + Game.viewport.Location;
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var underCursor = Game.FindUnits(loc, loc)
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.Where(a => a.Owner == Game.LocalPlayer
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&& a.traits.Contains<Building>()
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&& a.Info.Selectable).FirstOrDefault();
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var building = underCursor != null ? underCursor.Info as BuildingInfo : null;
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if (building != null)
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yield return new Order("PowerDown", underCursor, null, int2.Zero, null);
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}
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}
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public void Tick() { }
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public void Render() { }
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public Cursor GetCursor(int2 xy, MouseInput mi)
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{
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mi.Button = MouseButton.Left;
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return OrderInner(xy, mi).Any()
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? Cursor.PowerDown : Cursor.PowerDown;
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}
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}
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}
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@@ -1,5 +1,6 @@
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using System;
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using System;
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using System.Linq;
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using System.Linq;
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using System.Collections.Generic;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Traits;
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using OpenRa.Game.Traits;
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@@ -52,11 +53,11 @@ namespace OpenRa.Game
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foreach (var a in myBuildings)
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foreach (var a in myBuildings)
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{
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{
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var bi = a.Info as BuildingInfo;
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var p = a.traits.Get<Building>().GetPowerUsage();
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if (bi.Power > 0) /* todo: is this how real-ra scales it? */
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if (p > 0)
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PowerProvided += (a.Health * bi.Power) / bi.Strength;
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PowerProvided += p;
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else
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else
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PowerDrained -= bi.Power;
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PowerDrained -= p;
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}
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}
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if (PowerProvided - PowerDrained < 0)
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if (PowerProvided - PowerDrained < 0)
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@@ -26,12 +26,9 @@ namespace OpenRa.Game.Traits
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protected override void QueueAttack( Actor self, Order order )
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protected override void QueueAttack( Actor self, Order order )
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{
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{
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var bi = self.Info as BuildingInfo;
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var bi = self.traits.Get<Building>();
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if (bi != null && bi.Powered && self.Owner.GetPowerState() != PowerState.Normal)
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if (bi != null && !bi.IsActive())
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{
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if (self.Owner == Game.LocalPlayer) Sound.Play("nopowr1.aud");
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return;
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return;
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}
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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/* todo: choose the appropriate weapon, when only one works against this target */
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/* todo: choose the appropriate weapon, when only one works against this target */
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@@ -10,15 +10,34 @@ namespace OpenRa.Game.Traits
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{
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{
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class Building : INotifyDamage, IOrder, ITick
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class Building : INotifyDamage, IOrder, ITick
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{
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{
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readonly Actor self;
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public readonly BuildingInfo unitInfo;
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public readonly BuildingInfo unitInfo;
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bool isRepairing = false;
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bool isRepairing = false;
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bool isPoweredDown = false;
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public Building(Actor self)
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public Building(Actor self)
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{
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{
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this.self = self;
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unitInfo = (BuildingInfo)self.Info;
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unitInfo = (BuildingInfo)self.Info;
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self.CenterLocation = Game.CellSize
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self.CenterLocation = Game.CellSize
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* ((float2)self.Location + .5f * (float2)unitInfo.Dimensions);
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* ((float2)self.Location + .5f * (float2)unitInfo.Dimensions);
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}
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}
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public bool IsActive()
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{
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return !(isPoweredDown || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal));
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}
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public int GetPowerUsage()
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{
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if (isPoweredDown)
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return 0;
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if (unitInfo.Power > 0) /* todo: is this how real-ra scales it? */
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return (self.Health * unitInfo.Power) / unitInfo.Strength;
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else
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return unitInfo.Power;
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}
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public void Damaged(Actor self, AttackInfo e)
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public void Damaged(Actor self, AttackInfo e)
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{
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{
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@@ -43,6 +62,11 @@ namespace OpenRa.Game.Traits
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{
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{
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isRepairing = !isRepairing;
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isRepairing = !isRepairing;
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}
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}
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if (order.OrderString == "PowerDown")
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{
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isPoweredDown = !isPoweredDown;
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}
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}
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}
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int remainingTicks;
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int remainingTicks;
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@@ -401,6 +401,9 @@
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<sequence name="repair2-blocked" start="213" length="1" />
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<sequence name="repair2-blocked" start="213" length="1" />
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<sequence name="ability-minimap" start="214" length="8" />
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<sequence name="ability-minimap" start="214" length="8" />
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</cursor>
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</cursor>
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<cursor src="speed">
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<sequence name="powerdown" start="3" length="12" />
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</cursor>
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<unit name="120mm">
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<unit name="120mm">
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<sequence name="idle" start="0" length="1" />
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<sequence name="idle" start="0" length="1" />
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</unit>
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</unit>
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Block a user