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

@@ -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)