Refactor more power and infiltration stuff. Create new power sabotage ability for spies in ra and ts.
This commit is contained in:
154
OpenRA.Mods.RA/Power/Player/PowerManager.cs
Normal file
154
OpenRA.Mods.RA/Power/Player/PowerManager.cs
Normal file
@@ -0,0 +1,154 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Power
|
||||
{
|
||||
public class PowerManagerInfo : ITraitInfo, Requires<DeveloperModeInfo>
|
||||
{
|
||||
public readonly int AdviceInterval = 250;
|
||||
public object Create(ActorInitializer init) { return new PowerManager(init.self, this); }
|
||||
}
|
||||
|
||||
public class PowerManager : ITick, ISync
|
||||
{
|
||||
readonly Actor self;
|
||||
readonly PowerManagerInfo info;
|
||||
readonly DeveloperMode devMode;
|
||||
|
||||
readonly Dictionary<Actor, int> powerDrain = new Dictionary<Actor, int>();
|
||||
[Sync] int totalProvided;
|
||||
public int PowerProvided { get { return totalProvided; } }
|
||||
|
||||
[Sync] int totalDrained;
|
||||
public int PowerDrained { get { return totalDrained; } }
|
||||
|
||||
public int ExcessPower { get { return totalProvided - totalDrained; } }
|
||||
|
||||
public int PowerOutageRemainingTicks { get; private set; }
|
||||
public int PowerOutageTotalTicks { get; private set; }
|
||||
|
||||
public PowerManager(Actor self, PowerManagerInfo info)
|
||||
{
|
||||
this.self = self;
|
||||
this.info = info;
|
||||
|
||||
self.World.ActorAdded += UpdateActor;
|
||||
self.World.ActorRemoved += RemoveActor;
|
||||
|
||||
devMode = self.Trait<DeveloperMode>();
|
||||
wasHackEnabled = devMode.UnlimitedPower;
|
||||
}
|
||||
|
||||
public void UpdateActor(Actor a)
|
||||
{
|
||||
UpdateActors(new[] { a });
|
||||
}
|
||||
|
||||
public void UpdateActors(IEnumerable<Actor> actors)
|
||||
{
|
||||
foreach (var a in actors)
|
||||
{
|
||||
if (a.Owner != self.Owner)
|
||||
return;
|
||||
|
||||
var power = a.TraitOrDefault<Power>();
|
||||
if (power == null)
|
||||
return;
|
||||
|
||||
powerDrain[a] = power.GetCurrentPower();
|
||||
}
|
||||
UpdateTotals();
|
||||
}
|
||||
|
||||
void RemoveActor(Actor a)
|
||||
{
|
||||
if (a.Owner != self.Owner || !a.HasTrait<Power>())
|
||||
return;
|
||||
|
||||
powerDrain.Remove(a);
|
||||
UpdateTotals();
|
||||
}
|
||||
|
||||
public void UpdateTotals()
|
||||
{
|
||||
totalProvided = 0;
|
||||
totalDrained = 0;
|
||||
|
||||
foreach (var kv in powerDrain)
|
||||
{
|
||||
var p = kv.Value;
|
||||
if (p > 0)
|
||||
totalProvided += p;
|
||||
else
|
||||
totalDrained -= p;
|
||||
}
|
||||
|
||||
if (devMode.UnlimitedPower)
|
||||
totalProvided = 1000000;
|
||||
}
|
||||
|
||||
int nextPowerAdviceTime = 0;
|
||||
bool wasLowPower = false;
|
||||
bool wasHackEnabled;
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
if (wasHackEnabled != devMode.UnlimitedPower)
|
||||
{
|
||||
UpdateTotals();
|
||||
wasHackEnabled = devMode.UnlimitedPower;
|
||||
}
|
||||
|
||||
var lowPower = totalProvided < totalDrained;
|
||||
if (lowPower && !wasLowPower)
|
||||
nextPowerAdviceTime = 0;
|
||||
wasLowPower = lowPower;
|
||||
|
||||
if (--nextPowerAdviceTime <= 0)
|
||||
{
|
||||
if (lowPower)
|
||||
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", "LowPower", self.Owner.Country.Race);
|
||||
nextPowerAdviceTime = info.AdviceInterval;
|
||||
}
|
||||
|
||||
if (PowerOutageRemainingTicks > 0 && --PowerOutageRemainingTicks == 0)
|
||||
UpdatePowerOutageActors();
|
||||
}
|
||||
|
||||
public PowerState PowerState
|
||||
{
|
||||
get
|
||||
{
|
||||
if (PowerProvided >= PowerDrained) return PowerState.Normal;
|
||||
if (PowerProvided > PowerDrained / 2) return PowerState.Low;
|
||||
return PowerState.Critical;
|
||||
}
|
||||
}
|
||||
|
||||
public void TriggerPowerOutage(int totalTicks)
|
||||
{
|
||||
PowerOutageTotalTicks = PowerOutageRemainingTicks = totalTicks;
|
||||
UpdatePowerOutageActors();
|
||||
}
|
||||
|
||||
void UpdatePowerOutageActors()
|
||||
{
|
||||
var actors = self.World.ActorsWithTrait<AffectedByPowerOutage>()
|
||||
.Select(tp => tp.Actor)
|
||||
.Where(a => !a.IsDead() && a.IsInWorld && a.Owner == self.Owner);
|
||||
|
||||
UpdateActors(actors);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user