Refactor more power and infiltration stuff. Create new power sabotage ability for spies in ra and ts.
This commit is contained in:
58
OpenRA.Mods.RA/Power/AffectedByPowerOutage.cs
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58
OpenRA.Mods.RA/Power/AffectedByPowerOutage.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Drawing;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Power
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{
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public class AffectedByPowerOutageInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new AffectedByPowerOutage(init.self); }
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}
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public class AffectedByPowerOutage : INotifyCapture, ISelectionBar, IPowerModifier, IDisable
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{
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PowerManager playerPower;
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public AffectedByPowerOutage(Actor self)
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{
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playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
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}
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public float GetValue()
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{
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if (playerPower.PowerOutageRemainingTicks <= 0)
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return 0;
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return (float)playerPower.PowerOutageRemainingTicks / playerPower.PowerOutageTotalTicks;
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}
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public Color GetColor()
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{
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return Color.Yellow;
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}
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public int GetPowerModifier()
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{
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return playerPower.PowerOutageRemainingTicks > 0 ? 0 : 100;
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}
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public bool Disabled
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{
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get { return playerPower.PowerOutageRemainingTicks > 0; }
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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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playerPower = newOwner.PlayerActor.Trait<PowerManager>();
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}
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}
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}
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52
OpenRA.Mods.RA/Power/CanPowerDown.cs
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52
OpenRA.Mods.RA/Power/CanPowerDown.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Power
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{
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[Desc("The player can disable the power individually on this actor.")]
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public class CanPowerDownInfo : ITraitInfo, Requires<PowerInfo>
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{
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public object Create(ActorInitializer init) { return new CanPowerDown(init.self); }
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}
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public class CanPowerDown : IPowerModifier, IResolveOrder, IDisable, ISync
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{
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[Sync] bool disabled = false;
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readonly Power power;
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public CanPowerDown(Actor self)
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{
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power = self.Trait<Power>();
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}
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public bool Disabled { get { return disabled; } }
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "PowerDown")
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{
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disabled = !disabled;
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Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", disabled ? "EnablePower" : "DisablePower", self.Owner.Country.Race);
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power.PlayerPower.UpdateActor(self);
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if (disabled)
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self.World.AddFrameEndTask(w => w.Add(new PowerdownIndicator(self)));
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}
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}
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public int GetPowerModifier()
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{
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return disabled ? 0 : 100;
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}
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}
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}
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154
OpenRA.Mods.RA/Power/Player/PowerManager.cs
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154
OpenRA.Mods.RA/Power/Player/PowerManager.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Traits;
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namespace OpenRA.Mods.RA.Power
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{
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public class PowerManagerInfo : ITraitInfo, Requires<DeveloperModeInfo>
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{
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public readonly int AdviceInterval = 250;
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public object Create(ActorInitializer init) { return new PowerManager(init.self, this); }
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}
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public class PowerManager : ITick, ISync
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{
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readonly Actor self;
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readonly PowerManagerInfo info;
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readonly DeveloperMode devMode;
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readonly Dictionary<Actor, int> powerDrain = new Dictionary<Actor, int>();
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[Sync] int totalProvided;
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public int PowerProvided { get { return totalProvided; } }
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[Sync] int totalDrained;
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public int PowerDrained { get { return totalDrained; } }
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public int ExcessPower { get { return totalProvided - totalDrained; } }
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public int PowerOutageRemainingTicks { get; private set; }
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public int PowerOutageTotalTicks { get; private set; }
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public PowerManager(Actor self, PowerManagerInfo info)
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{
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this.self = self;
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this.info = info;
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self.World.ActorAdded += UpdateActor;
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self.World.ActorRemoved += RemoveActor;
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devMode = self.Trait<DeveloperMode>();
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wasHackEnabled = devMode.UnlimitedPower;
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}
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public void UpdateActor(Actor a)
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{
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UpdateActors(new[] { a });
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}
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public void UpdateActors(IEnumerable<Actor> actors)
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{
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foreach (var a in actors)
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{
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if (a.Owner != self.Owner)
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return;
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var power = a.TraitOrDefault<Power>();
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if (power == null)
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return;
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powerDrain[a] = power.GetCurrentPower();
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}
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UpdateTotals();
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}
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void RemoveActor(Actor a)
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{
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if (a.Owner != self.Owner || !a.HasTrait<Power>())
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return;
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powerDrain.Remove(a);
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UpdateTotals();
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}
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public void UpdateTotals()
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{
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totalProvided = 0;
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totalDrained = 0;
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foreach (var kv in powerDrain)
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{
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var p = kv.Value;
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if (p > 0)
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totalProvided += p;
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else
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totalDrained -= p;
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}
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if (devMode.UnlimitedPower)
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totalProvided = 1000000;
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}
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int nextPowerAdviceTime = 0;
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bool wasLowPower = false;
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bool wasHackEnabled;
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public void Tick(Actor self)
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{
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if (wasHackEnabled != devMode.UnlimitedPower)
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{
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UpdateTotals();
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wasHackEnabled = devMode.UnlimitedPower;
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}
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var lowPower = totalProvided < totalDrained;
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if (lowPower && !wasLowPower)
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nextPowerAdviceTime = 0;
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wasLowPower = lowPower;
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if (--nextPowerAdviceTime <= 0)
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{
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if (lowPower)
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Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", "LowPower", self.Owner.Country.Race);
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nextPowerAdviceTime = info.AdviceInterval;
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}
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if (PowerOutageRemainingTicks > 0 && --PowerOutageRemainingTicks == 0)
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UpdatePowerOutageActors();
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}
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public PowerState PowerState
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{
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get
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{
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if (PowerProvided >= PowerDrained) return PowerState.Normal;
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if (PowerProvided > PowerDrained / 2) return PowerState.Low;
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return PowerState.Critical;
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}
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}
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public void TriggerPowerOutage(int totalTicks)
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{
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PowerOutageTotalTicks = PowerOutageRemainingTicks = totalTicks;
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UpdatePowerOutageActors();
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}
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void UpdatePowerOutageActors()
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{
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var actors = self.World.ActorsWithTrait<AffectedByPowerOutage>()
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.Select(tp => tp.Actor)
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.Where(a => !a.IsDead() && a.IsInWorld && a.Owner == self.Owner);
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UpdateActors(actors);
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}
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}
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}
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49
OpenRA.Mods.RA/Power/Power.cs
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49
OpenRA.Mods.RA/Power/Power.cs
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@@ -0,0 +1,49 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Power
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{
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public class PowerInfo : ITraitInfo
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{
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[Desc("If negative, it will drain power. If positive, it will provide power.")]
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public readonly int Amount = 0;
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public object Create(ActorInitializer init) { return new Power(init.self, this); }
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}
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public class Power : INotifyCapture
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{
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readonly PowerInfo info;
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readonly Lazy<IPowerModifier[]> powerModifiers;
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public PowerManager PlayerPower { get; private set; }
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public int GetCurrentPower()
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{
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return Util.ApplyPercentageModifiers(info.Amount, powerModifiers.Value.Select(m => m.GetPowerModifier()));
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}
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public Power(Actor self, PowerInfo info)
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{
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this.info = info;
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PlayerPower = self.Owner.PlayerActor.Trait<PowerManager>();
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powerModifiers = Exts.Lazy(() => self.TraitsImplementing<IPowerModifier>().ToArray());
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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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PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
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}
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}
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}
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39
OpenRA.Mods.RA/Power/RequiresPower.cs
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39
OpenRA.Mods.RA/Power/RequiresPower.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 OpenRA.Traits;
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namespace OpenRA.Mods.RA.Power
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{
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class RequiresPowerInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new RequiresPower(init.self); }
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}
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class RequiresPower : IDisable, INotifyCapture
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{
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PowerManager playerPower;
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public RequiresPower(Actor self)
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{
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playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
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}
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public bool Disabled
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{
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get { return playerPower.PowerProvided < playerPower.PowerDrained; }
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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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playerPower = newOwner.PlayerActor.Trait<PowerManager>();
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}
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}
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}
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42
OpenRA.Mods.RA/Power/ScalePowerWithHealth.cs
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42
OpenRA.Mods.RA/Power/ScalePowerWithHealth.cs
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@@ -0,0 +1,42 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 OpenRA.Traits;
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namespace OpenRA.Mods.RA.Power
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{
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[Desc("Scale power amount with the current health.")]
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public class ScalePowerWithHealthInfo : ITraitInfo, Requires<PowerInfo>, Requires<HealthInfo>
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{
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public object Create(ActorInitializer init) { return new ScalePowerWithHealth(init.self); }
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}
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public class ScalePowerWithHealth : IPowerModifier, INotifyDamage
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{
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readonly Power power;
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readonly Health health;
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public ScalePowerWithHealth(Actor self)
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{
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power = self.Trait<Power>();
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health = self.Trait<Health>();
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}
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public int GetPowerModifier()
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{
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return 100 * health.HP / health.MaxHP;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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power.PlayerPower.UpdateActor(self);
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}
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}
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}
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