Use proc tower lights as a fullness indicator (Feature #1035).
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67
OpenRA.Mods.Cnc/RenderBuildingRefinery.cs
Executable file
67
OpenRA.Mods.Cnc/RenderBuildingRefinery.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Render;
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namespace OpenRA.Mods.Cnc
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{
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class RenderBuildingRefineryInfo : RenderBuildingInfo
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{
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public override object Create(ActorInitializer init) { return new RenderBuildingRefinery( init, this ); }
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}
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class RenderBuildingRefinery : RenderBuilding, INotifyBuildComplete, INotifySold, INotifyCapture
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{
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public Animation lights;
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PlayerResources playerResources;
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bool buildComplete;
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public RenderBuildingRefinery(ActorInitializer init, RenderBuildingInfo info)
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: base(init, info)
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{
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playerResources = init.self.Owner.PlayerActor.Trait<PlayerResources>();
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lights = new Animation(GetImage(init.self));
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lights.PlayFetchIndex("lights",
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() => playerResources.OreCapacity != 0
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? (59 * playerResources.Ore) / (10 * playerResources.OreCapacity)
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: 0);
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var offset = new float2(-32,-21);
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anims.Add("lights", new AnimationWithOffset( lights, () => offset, () => !buildComplete )
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{ ZOffset = 24 });
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}
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public void BuildingComplete( Actor self )
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{
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buildComplete = true;
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}
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public override void DamageStateChanged(Actor self, AttackInfo e)
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{
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if (lights.CurrentSequence != null)
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lights.ReplaceAnim(NormalizeSequence(self, "lights"));
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base.DamageStateChanged(self, e);
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}
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public void OnCapture (Actor self, Actor captor, Player oldOwner, Player newOwner)
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{
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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}
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public void Selling(Actor self) { anims.Remove("lights"); }
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public void Sold(Actor self) { }
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}
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}
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