Support multiple Power traits

This commit is contained in:
atlimit8
2014-11-29 15:56:25 -06:00
parent 47357addeb
commit 92779cc496
7 changed files with 47 additions and 25 deletions

View File

@@ -19,10 +19,12 @@ namespace OpenRA.Mods.Common.Effects
{
readonly Actor a;
readonly Animation anim;
readonly CanPowerDown canPowerDown;
public PowerdownIndicator(Actor a)
{
this.a = a;
canPowerDown = a.Trait<CanPowerDown>();
anim = new Animation(a.World, "poweroff");
anim.PlayRepeating("offline");
@@ -30,7 +32,7 @@ namespace OpenRA.Mods.Common.Effects
public void Tick(World world)
{
if (!a.IsInWorld || a.IsDead || !a.Trait<CanPowerDown>().Disabled)
if (!a.IsInWorld || a.IsDead || !canPowerDown.Disabled)
world.AddFrameEndTask(w => w.Remove(this));
anim.Tick();

View File

@@ -9,6 +9,8 @@
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using Eluant;
using OpenRA.Mods.Common.Power;
using OpenRA.Scripting;
@@ -56,18 +58,18 @@ namespace OpenRA.Mods.Common.Scripting
[ScriptPropertyGroup("Power")]
public class ActorPowerProperties : ScriptActorProperties, Requires<PowerInfo>
{
readonly PowerInfo pi;
readonly IEnumerable<Power.Power> power;
public ActorPowerProperties(ScriptContext context, Actor self)
: base(context, self)
{
pi = self.Info.Traits.GetOrDefault<PowerInfo>();
power = self.TraitsImplementing<Power.Power>();
}
[Desc("Returns the power drained/provided by this actor.")]
public int Power
{
get { return pi.Amount; }
get { return power.Sum(p => p.GetEnabledPower()); }
}
}
}

View File

@@ -16,18 +16,21 @@ namespace OpenRA.Mods.Common.Power
[Desc("The player can disable the power individually on this actor.")]
public class CanPowerDownInfo : UpgradableTraitInfo, ITraitInfo, Requires<PowerInfo>
{
[Desc("Restore power when this trait is disabled.")]
public readonly bool CancelWhenDisabled = false;
public object Create(ActorInitializer init) { return new CanPowerDown(init.self, this); }
}
public class CanPowerDown : UpgradableTrait<CanPowerDownInfo>, IPowerModifier, IResolveOrder, IDisable
public class CanPowerDown : UpgradableTrait<CanPowerDownInfo>, IPowerModifier, IResolveOrder, IDisable, INotifyOwnerChanged
{
[Sync] bool disabled = false;
readonly Power power;
PowerManager power;
public CanPowerDown(Actor self, CanPowerDownInfo info)
: base(info)
{
power = self.Trait<Power>();
power = self.Owner.PlayerActor.Trait<PowerManager>();
}
public bool Disabled { get { return disabled; } }
@@ -38,7 +41,7 @@ namespace OpenRA.Mods.Common.Power
{
disabled = !disabled;
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", disabled ? "EnablePower" : "DisablePower", self.Owner.Country.Race);
power.PlayerPower.UpdateActor(self);
power.UpdateActor(self);
if (disabled)
self.World.AddFrameEndTask(w => w.Add(new PowerdownIndicator(self)));
@@ -49,5 +52,19 @@ namespace OpenRA.Mods.Common.Power
{
return !IsTraitDisabled && disabled ? 0 : 100;
}
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
power = newOwner.PlayerActor.Trait<PowerManager>();
}
protected override void UpgradeDisabled(Actor self)
{
if (!disabled || !Info.CancelWhenDisabled)
return;
disabled = false;
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", "EnablePower", self.Owner.Country.Race);
power.UpdateActor(self);
}
}
}

View File

@@ -18,14 +18,14 @@ namespace OpenRA.Mods.Common.Power
public object Create(ActorInitializer init) { return new ScalePowerWithHealth(init.self); }
}
public class ScalePowerWithHealth : IPowerModifier, INotifyDamage
public class ScalePowerWithHealth : IPowerModifier, INotifyDamage, INotifyOwnerChanged
{
readonly Power power;
readonly Health health;
PowerManager power;
public ScalePowerWithHealth(Actor self)
{
power = self.Trait<Power>();
power = self.Owner.PlayerActor.Trait<PowerManager>();
health = self.Trait<Health>();
}
@@ -34,9 +34,10 @@ namespace OpenRA.Mods.Common.Power
return 100 * health.HP / health.MaxHP;
}
public void Damaged(Actor self, AttackInfo e)
public void Damaged(Actor self, AttackInfo e) { power.UpdateActor(self); }
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
power.PlayerPower.UpdateActor(self);
power = newOwner.PlayerActor.Trait<PowerManager>();
}
}
}

View File

@@ -508,10 +508,11 @@ namespace OpenRA.Mods.D2k.Widgets
* ((lowpower) ? CurrentQueue.Info.LowPowerSlowdown : 1);
DrawRightAligned(WidgetUtils.FormatTime(time), pos + new int2(-5, 35), lowpower ? Color.Red : Color.White);
var pi = info.Traits.GetOrDefault<PowerInfo>();
if (pi != null)
DrawRightAligned("{1}{0}".F(pi.Amount, pi.Amount > 0 ? "+" : ""), pos + new int2(-5, 20),
((power.PowerProvided - power.PowerDrained) >= -pi.Amount || pi.Amount > 0) ? Color.White : Color.Red);
var pis = info.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1);
var amount = pis.Sum(i => i.Amount);
if (pis != null)
DrawRightAligned("{1}{0}".F(amount, amount > 0 ? "+" : ""), pos + new int2(-5, 20),
((power.PowerProvided - power.PowerDrained) >= -amount || amount > 0) ? Color.White : Color.Red);
p += new int2(5, 35);
if (!canBuildThis)

View File

@@ -140,8 +140,8 @@ namespace OpenRA.Mods.RA.AI
// First priority is to get out of a low power situation
if (playerPower.ExcessPower < 0)
{
var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.Get<PowerInfo>().Amount);
if (power != null && power.Traits.Get<PowerInfo>().Amount > 0)
var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount));
if (power != null && power.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(p => p.Amount) > 0)
{
// TODO: Handle the case when of when we actually do need a power plant because we don't have enough but are also suffering from a power outage
if (playerPower.PowerOutageRemainingTicks <= 0)
@@ -204,12 +204,12 @@ namespace OpenRA.Mods.RA.AI
// Will this put us into low power?
var actor = world.Map.Rules.Actors[frac.Key];
var pi = actor.Traits.GetOrDefault<PowerInfo>();
if (playerPower.ExcessPower < 0 || (pi != null && playerPower.ExcessPower < pi.Amount))
var pis = actor.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1);
if (playerPower.ExcessPower < 0 || playerPower.ExcessPower < pis.Sum(pi => pi.Amount))
{
// Try building a power plant instead
var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.Get<PowerInfo>().Amount);
if (power != null && power.Traits.Get<PowerInfo>().Amount > 0)
var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(pi => pi.Amount));
if (power != null && power.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(pi => pi.Amount) > 0)
{
// TODO: Handle the case when of when we actually do need a power plant because we don't have enough but are also suffering from a power outage
if (playerPower.PowerOutageRemainingTicks > 0)

View File

@@ -58,7 +58,6 @@ namespace OpenRA.Mods.RA.Widgets.Logic
var tooltip = actor.Traits.Get<TooltipInfo>();
var buildable = actor.Traits.Get<BuildableInfo>();
var cost = actor.Traits.Get<ValuedInfo>().Cost;
var pi = actor.Traits.GetOrDefault<PowerInfo>();
nameLabel.GetText = () => tooltip.Name;
@@ -74,7 +73,7 @@ namespace OpenRA.Mods.RA.Widgets.Logic
var requiresString = prereqs.Any() ? requiresLabel.Text.F(prereqs.JoinWith(", ")) : "";
requiresLabel.GetText = () => requiresString;
var power = pi != null ? pi.Amount : 0;
var power = actor.Traits.WithInterface<PowerInfo>().Where(i => i.UpgradeMinEnabledLevel < 1).Sum(i => i.Amount);
var powerString = power.ToString();
powerLabel.GetText = () => powerString;
powerLabel.GetColor = () => ((pm.PowerProvided - pm.PowerDrained) >= -power || power > 0)