Refactor more power and infiltration stuff. Create new power sabotage ability for spies in ra and ts.
This commit is contained in:
@@ -171,6 +171,7 @@ namespace OpenRA.Traits
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public interface ISpeedModifier { int GetSpeedModifier(); }
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public interface ISpeedModifier { int GetSpeedModifier(); }
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public interface IFirepowerModifier { int GetFirepowerModifier(); }
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public interface IFirepowerModifier { int GetFirepowerModifier(); }
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public interface IReloadModifier { int GetReloadModifier(); }
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public interface IReloadModifier { int GetReloadModifier(); }
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public interface IPowerModifier { int GetPowerModifier(); }
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public interface ILoadsPalettes { void LoadPalettes(WorldRenderer wr); }
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public interface ILoadsPalettes { void LoadPalettes(WorldRenderer wr); }
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public interface IPaletteModifier { void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> b); }
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public interface IPaletteModifier { void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> b); }
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public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
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public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
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@@ -16,8 +16,8 @@ using OpenRA.Graphics;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Orders;
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using OpenRA.Mods.RA.Orders;
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using OpenRA.Mods.RA.Power;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Mods.RA.Widgets;
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using OpenRA.Network;
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using OpenRA.Network;
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using OpenRA.Primitives;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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using OpenRA.Traits;
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@@ -12,7 +12,7 @@ using System;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Linq;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Power;
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using OpenRA.Mods.RA.Widgets;
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using OpenRA.Mods.RA.Widgets;
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using OpenRA.Mods.RA.Widgets.Logic;
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using OpenRA.Mods.RA.Widgets.Logic;
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using OpenRA.Mods.D2k.Widgets;
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using OpenRA.Mods.D2k.Widgets;
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@@ -12,6 +12,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Power;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.AI
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namespace OpenRA.Mods.RA.AI
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@@ -15,6 +15,7 @@ using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Power;
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using OpenRA.Primitives;
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using OpenRA.Primitives;
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using OpenRA.Support;
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using OpenRA.Support;
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using OpenRA.Traits;
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using OpenRA.Traits;
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@@ -11,7 +11,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Power;
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namespace OpenRA.Mods.RA.Effects
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namespace OpenRA.Mods.RA.Effects
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{
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{
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@@ -12,7 +12,7 @@ using System;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Infiltration
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{
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{
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[Desc("This structure can be infiltrated causing funds to be stolen.")]
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[Desc("This structure can be infiltrated causing funds to be stolen.")]
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class InfiltrateForCashInfo : ITraitInfo
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class InfiltrateForCashInfo : ITraitInfo
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@@ -10,7 +10,7 @@
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Infiltration
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{
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{
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class InfiltrateForExplorationInfo : TraitInfo<InfiltrateForExploration> { }
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class InfiltrateForExplorationInfo : TraitInfo<InfiltrateForExploration> { }
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45
OpenRA.Mods.RA/Infiltration/InfiltrateForPowerOutage.cs
Normal file
45
OpenRA.Mods.RA/Infiltration/InfiltrateForPowerOutage.cs
Normal file
@@ -0,0 +1,45 @@
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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.Linq;
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using OpenRA.Mods.RA.Power;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Infiltration
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{
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class InfiltrateForPowerOutageInfo : ITraitInfo
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{
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public readonly int Duration = 25 * 30;
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public object Create(ActorInitializer init) { return new InfiltrateForPowerOutage(init.self, this); }
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}
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class InfiltrateForPowerOutage : INotifyCapture, INotifyInfiltrated
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{
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readonly InfiltrateForPowerOutageInfo info;
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PowerManager playerPower;
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public InfiltrateForPowerOutage(Actor self, InfiltrateForPowerOutageInfo 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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}
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public void Infiltrated(Actor self, Actor infiltrator)
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{
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playerPower.TriggerPowerOutage(info.Duration);
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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 = self.Owner.PlayerActor.Trait<PowerManager>();
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}
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}
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}
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@@ -11,7 +11,7 @@
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using OpenRA.Primitives;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Infiltration
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{
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{
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class InfiltrateForSupportPowerInfo : ITraitInfo
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class InfiltrateForSupportPowerInfo : ITraitInfo
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{
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{
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@@ -15,7 +15,7 @@ using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Orders;
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using OpenRA.Mods.RA.Orders;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Infiltration
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{
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{
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class InfiltratesInfo : ITraitInfo
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class InfiltratesInfo : ITraitInfo
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{
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{
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@@ -119,7 +119,9 @@
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<Compile Include="Air\AttackPlane.cs" />
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<Compile Include="Air\AttackPlane.cs" />
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<Compile Include="AI\SupportPowerDecision.cs" />
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<Compile Include="AI\SupportPowerDecision.cs" />
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<Compile Include="Crates\DuplicateUnitCrateAction.cs" />
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<Compile Include="Crates\DuplicateUnitCrateAction.cs" />
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<Compile Include="Power.cs" />
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<Compile Include="Infiltration\InfiltrateForPowerOutage.cs" />
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<Compile Include="Power\AffectedByPowerOutage.cs" />
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<Compile Include="Power\Power.cs" />
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<Compile Include="Effects\Beacon.cs" />
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<Compile Include="Effects\Beacon.cs" />
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<Compile Include="Player\PlaceBeacon.cs" />
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<Compile Include="Player\PlaceBeacon.cs" />
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<Compile Include="MenuPaletteEffect.cs" />
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<Compile Include="MenuPaletteEffect.cs" />
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@@ -166,15 +168,15 @@
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<Compile Include="CaptureNotification.cs" />
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<Compile Include="CaptureNotification.cs" />
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<Compile Include="Buildings\Building.cs" />
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<Compile Include="Buildings\Building.cs" />
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<Compile Include="Buildings\BuildingInfluence.cs" />
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<Compile Include="Buildings\BuildingInfluence.cs" />
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<Compile Include="CanPowerDown.cs" />
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<Compile Include="Power\CanPowerDown.cs" />
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<Compile Include="Buildings\CustomSellValue.cs" />
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<Compile Include="Buildings\CustomSellValue.cs" />
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<Compile Include="Buildings\CustomBuildTimeValue.cs" />
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<Compile Include="Buildings\CustomBuildTimeValue.cs" />
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<Compile Include="Buildings\DeadBuildingState.cs" />
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<Compile Include="Buildings\DeadBuildingState.cs" />
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<Compile Include="Buildings\FootprintUtils.cs" />
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<Compile Include="Buildings\FootprintUtils.cs" />
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<Compile Include="Buildings\LineBuild.cs" />
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<Compile Include="Buildings\LineBuild.cs" />
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<Compile Include="Buildings\PowerManager.cs" />
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<Compile Include="Power\Player\PowerManager.cs" />
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<Compile Include="Buildings\RepairableBuilding.cs" />
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<Compile Include="Buildings\RepairableBuilding.cs" />
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<Compile Include="Buildings\RequiresPower.cs" />
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<Compile Include="Power\RequiresPower.cs" />
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<Compile Include="Buildings\ShakeOnDeath.cs" />
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<Compile Include="Buildings\ShakeOnDeath.cs" />
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<Compile Include="Buildings\SoundOnDamageTransition.cs" />
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<Compile Include="Buildings\SoundOnDamageTransition.cs" />
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<Compile Include="Buildings\Util.cs" />
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<Compile Include="Buildings\Util.cs" />
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@@ -240,7 +242,7 @@
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<Compile Include="Harvester.cs" />
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<Compile Include="Harvester.cs" />
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<Compile Include="HarvesterHuskModifier.cs" />
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<Compile Include="HarvesterHuskModifier.cs" />
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<Compile Include="Husk.cs" />
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<Compile Include="Husk.cs" />
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<Compile Include="InfiltrateForSupportPower.cs" />
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<Compile Include="Infiltration\InfiltrateForSupportPower.cs" />
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<Compile Include="Invulnerable.cs" />
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<Compile Include="Invulnerable.cs" />
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<Compile Include="IronCurtainable.cs" />
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<Compile Include="IronCurtainable.cs" />
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<Compile Include="JamsMissiles.cs" />
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<Compile Include="JamsMissiles.cs" />
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@@ -289,6 +291,7 @@
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<Compile Include="PortableChrono.cs" />
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<Compile Include="PortableChrono.cs" />
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<Compile Include="Scripting\Properties\GuardProperties.cs" />
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<Compile Include="Scripting\Properties\GuardProperties.cs" />
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<Compile Include="Scripting\Properties\PlayerProperties.cs" />
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<Compile Include="Scripting\Properties\PlayerProperties.cs" />
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<Compile Include="Power\ScalePowerWithHealth.cs" />
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<Compile Include="Warheads\DestroyResourceWarhead.cs" />
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<Compile Include="Warheads\DestroyResourceWarhead.cs" />
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<Compile Include="Warheads\CreateEffectWarhead.cs" />
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<Compile Include="Warheads\CreateEffectWarhead.cs" />
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<Compile Include="Warheads\CreateResourceWarhead.cs" />
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<Compile Include="Warheads\CreateResourceWarhead.cs" />
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@@ -413,12 +416,12 @@
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<Compile Include="World\SmudgeLayer.cs" />
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<Compile Include="World\SmudgeLayer.cs" />
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<Compile Include="Player\BaseAttackNotifier.cs" />
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<Compile Include="Player\BaseAttackNotifier.cs" />
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<Compile Include="Player\HarvesterAttackNotifier.cs" />
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<Compile Include="Player\HarvesterAttackNotifier.cs" />
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<Compile Include="InfiltrateForExploration.cs" />
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<Compile Include="Infiltration\InfiltrateForExploration.cs" />
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<Compile Include="InfiltrateForCash.cs" />
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<Compile Include="Infiltration\InfiltrateForCash.cs" />
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<Compile Include="RenderShroudCircle.cs" />
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<Compile Include="RenderShroudCircle.cs" />
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<Compile Include="CloakPaletteEffect.cs" />
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<Compile Include="CloakPaletteEffect.cs" />
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<Compile Include="Widgets\ColorPreviewManagerWidget.cs" />
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<Compile Include="Widgets\ColorPreviewManagerWidget.cs" />
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<Compile Include="Infiltrates.cs" />
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<Compile Include="Infiltration\Infiltrates.cs" />
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<Compile Include="Armament.cs" />
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<Compile Include="Armament.cs" />
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<Compile Include="Buildings\BaseProvider.cs" />
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<Compile Include="Buildings\BaseProvider.cs" />
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<Compile Include="Widgets\Logic\ObserverShroudSelectorLogic.cs" />
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<Compile Include="Widgets\Logic\ObserverShroudSelectorLogic.cs" />
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@@ -11,7 +11,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Power;
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namespace OpenRA.Mods.RA.Orders
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namespace OpenRA.Mods.RA.Orders
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{
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{
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@@ -11,6 +11,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Power;
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using OpenRA.Traits;
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using OpenRA.Traits;
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|
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA
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@@ -12,6 +12,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Power;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA
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58
OpenRA.Mods.RA/Power/AffectedByPowerOutage.cs
Normal file
58
OpenRA.Mods.RA/Power/AffectedByPowerOutage.cs
Normal file
@@ -0,0 +1,58 @@
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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
|
||||||
|
* 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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|
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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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@@ -11,24 +11,22 @@
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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using OpenRA.Traits;
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|
|
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namespace OpenRA.Mods.RA.Buildings
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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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[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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public class CanPowerDownInfo : ITraitInfo, Requires<PowerInfo>
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{
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{
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public object Create(ActorInitializer init) { return new CanPowerDown(init); }
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public object Create(ActorInitializer init) { return new CanPowerDown(init.self); }
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}
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}
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|
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public class CanPowerDown : IResolveOrder, IDisable, INotifyCapture, ISync
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public class CanPowerDown : IPowerModifier, IResolveOrder, IDisable, ISync
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{
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{
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[Sync] bool disabled = false;
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[Sync] bool disabled = false;
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int normalPower = 0;
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readonly Power power;
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PowerManager PowerManager;
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|
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|
|
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public CanPowerDown(ActorInitializer init)
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public CanPowerDown(Actor self)
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{
|
{
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||||||
PowerManager = init.self.Owner.PlayerActor.Trait<PowerManager>();
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power = self.Trait<Power>();
|
||||||
normalPower = init.self.Info.Traits.Get<PowerInfo>().Amount;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Disabled { get { return disabled; } }
|
public bool Disabled { get { return disabled; } }
|
||||||
@@ -38,18 +36,17 @@ namespace OpenRA.Mods.RA.Buildings
|
|||||||
if (order.OrderString == "PowerDown")
|
if (order.OrderString == "PowerDown")
|
||||||
{
|
{
|
||||||
disabled = !disabled;
|
disabled = !disabled;
|
||||||
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", (disabled ? "EnablePower" : "DisablePower"), self.Owner.Country.Race);
|
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", disabled ? "EnablePower" : "DisablePower", self.Owner.Country.Race);
|
||||||
PowerManager.UpdateActor(self, disabled ? 0 : normalPower);
|
power.PlayerPower.UpdateActor(self);
|
||||||
|
|
||||||
if (disabled)
|
if (disabled)
|
||||||
self.World.AddFrameEndTask(
|
self.World.AddFrameEndTask(w => w.Add(new PowerdownIndicator(self)));
|
||||||
w => w.Add(new PowerdownIndicator(self)));
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
|
public int GetPowerModifier()
|
||||||
{
|
{
|
||||||
PowerManager = newOwner.PlayerActor.Trait<PowerManager>();
|
return disabled ? 0 : 100;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
72
OpenRA.Mods.RA/Buildings/PowerManager.cs → OpenRA.Mods.RA/Power/Player/PowerManager.cs
Executable file → Normal file
72
OpenRA.Mods.RA/Buildings/PowerManager.cs → OpenRA.Mods.RA/Power/Player/PowerManager.cs
Executable file → Normal file
@@ -9,20 +9,21 @@
|
|||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
using OpenRA.Traits;
|
using OpenRA.Traits;
|
||||||
|
|
||||||
namespace OpenRA.Mods.RA.Buildings
|
namespace OpenRA.Mods.RA.Power
|
||||||
{
|
{
|
||||||
public class PowerManagerInfo : ITraitInfo, Requires<DeveloperModeInfo>
|
public class PowerManagerInfo : ITraitInfo, Requires<DeveloperModeInfo>
|
||||||
{
|
{
|
||||||
public readonly int AdviceInterval = 250;
|
public readonly int AdviceInterval = 250;
|
||||||
public object Create(ActorInitializer init) { return new PowerManager(init, this); }
|
public object Create(ActorInitializer init) { return new PowerManager(init.self, this); }
|
||||||
}
|
}
|
||||||
|
|
||||||
public class PowerManager : ITick, ISync
|
public class PowerManager : ITick, ISync
|
||||||
{
|
{
|
||||||
|
readonly Actor self;
|
||||||
readonly PowerManagerInfo info;
|
readonly PowerManagerInfo info;
|
||||||
readonly Player player;
|
|
||||||
readonly DeveloperMode devMode;
|
readonly DeveloperMode devMode;
|
||||||
|
|
||||||
readonly Dictionary<Actor, int> powerDrain = new Dictionary<Actor, int>();
|
readonly Dictionary<Actor, int> powerDrain = new Dictionary<Actor, int>();
|
||||||
@@ -34,43 +35,56 @@ namespace OpenRA.Mods.RA.Buildings
|
|||||||
|
|
||||||
public int ExcessPower { get { return totalProvided - totalDrained; } }
|
public int ExcessPower { get { return totalProvided - totalDrained; } }
|
||||||
|
|
||||||
public PowerManager(ActorInitializer init, PowerManagerInfo info)
|
public int PowerOutageRemainingTicks { get; private set; }
|
||||||
|
public int PowerOutageTotalTicks { get; private set; }
|
||||||
|
|
||||||
|
public PowerManager(Actor self, PowerManagerInfo info)
|
||||||
{
|
{
|
||||||
|
this.self = self;
|
||||||
this.info = info;
|
this.info = info;
|
||||||
player = init.self.Owner;
|
|
||||||
|
|
||||||
init.world.ActorAdded += ActorAdded;
|
self.World.ActorAdded += UpdateActor;
|
||||||
init.world.ActorRemoved += ActorRemoved;
|
self.World.ActorRemoved += RemoveActor;
|
||||||
|
|
||||||
devMode = init.self.Trait<DeveloperMode>();
|
devMode = self.Trait<DeveloperMode>();
|
||||||
wasHackEnabled = devMode.UnlimitedPower;
|
wasHackEnabled = devMode.UnlimitedPower;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ActorAdded(Actor a)
|
public void UpdateActor(Actor a)
|
||||||
{
|
{
|
||||||
if (a.Owner != player)
|
UpdateActors(new[] { a });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateActors(IEnumerable<Actor> actors)
|
||||||
|
{
|
||||||
|
foreach (var a in actors)
|
||||||
|
{
|
||||||
|
if (a.Owner != self.Owner)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
var power = a.TraitOrDefault<Power>();
|
var power = a.TraitOrDefault<Power>();
|
||||||
if (power == null)
|
if (power == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
powerDrain.Add(a, power.CurrentPower);
|
powerDrain[a] = power.GetCurrentPower();
|
||||||
|
}
|
||||||
UpdateTotals();
|
UpdateTotals();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ActorRemoved(Actor a)
|
void RemoveActor(Actor a)
|
||||||
{
|
{
|
||||||
if (a.Owner != player || !a.HasTrait<Power>())
|
if (a.Owner != self.Owner || !a.HasTrait<Power>())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
powerDrain.Remove(a);
|
powerDrain.Remove(a);
|
||||||
UpdateTotals();
|
UpdateTotals();
|
||||||
}
|
}
|
||||||
|
|
||||||
void UpdateTotals()
|
public void UpdateTotals()
|
||||||
{
|
{
|
||||||
totalProvided = 0;
|
totalProvided = 0;
|
||||||
totalDrained = 0;
|
totalDrained = 0;
|
||||||
|
|
||||||
foreach (var kv in powerDrain)
|
foreach (var kv in powerDrain)
|
||||||
{
|
{
|
||||||
var p = kv.Value;
|
var p = kv.Value;
|
||||||
@@ -84,15 +98,6 @@ namespace OpenRA.Mods.RA.Buildings
|
|||||||
totalProvided = 1000000;
|
totalProvided = 1000000;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void UpdateActor(Actor a, int newPower)
|
|
||||||
{
|
|
||||||
if (a.Owner != player || !a.HasTrait<Power>())
|
|
||||||
return;
|
|
||||||
|
|
||||||
powerDrain[a] = newPower;
|
|
||||||
UpdateTotals();
|
|
||||||
}
|
|
||||||
|
|
||||||
int nextPowerAdviceTime = 0;
|
int nextPowerAdviceTime = 0;
|
||||||
bool wasLowPower = false;
|
bool wasLowPower = false;
|
||||||
bool wasHackEnabled;
|
bool wasHackEnabled;
|
||||||
@@ -116,15 +121,34 @@ namespace OpenRA.Mods.RA.Buildings
|
|||||||
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", "LowPower", self.Owner.Country.Race);
|
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", "LowPower", self.Owner.Country.Race);
|
||||||
nextPowerAdviceTime = info.AdviceInterval;
|
nextPowerAdviceTime = info.AdviceInterval;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (PowerOutageRemainingTicks > 0 && --PowerOutageRemainingTicks == 0)
|
||||||
|
UpdatePowerOutageActors();
|
||||||
}
|
}
|
||||||
|
|
||||||
public PowerState PowerState
|
public PowerState PowerState
|
||||||
{
|
{
|
||||||
get {
|
get
|
||||||
|
{
|
||||||
if (PowerProvided >= PowerDrained) return PowerState.Normal;
|
if (PowerProvided >= PowerDrained) return PowerState.Normal;
|
||||||
if (PowerProvided > PowerDrained / 2) return PowerState.Low;
|
if (PowerProvided > PowerDrained / 2) return PowerState.Low;
|
||||||
return PowerState.Critical;
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -9,55 +9,41 @@
|
|||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using OpenRA.Mods.RA.Buildings;
|
using System.Linq;
|
||||||
using OpenRA.Traits;
|
using OpenRA.Traits;
|
||||||
|
|
||||||
namespace OpenRA.Mods.RA
|
namespace OpenRA.Mods.RA.Power
|
||||||
{
|
{
|
||||||
public class PowerInfo : ITraitInfo
|
public class PowerInfo : ITraitInfo
|
||||||
{
|
{
|
||||||
[Desc("If negative, it will drain power. If positive, it will provide power.")]
|
[Desc("If negative, it will drain power. If positive, it will provide power.")]
|
||||||
public readonly int Amount = 0;
|
public readonly int Amount = 0;
|
||||||
|
|
||||||
[Desc("Scale power amount with the current health.")]
|
|
||||||
public readonly bool ScaleWithHealth = false;
|
|
||||||
|
|
||||||
public object Create(ActorInitializer init) { return new Power(init.self, this); }
|
public object Create(ActorInitializer init) { return new Power(init.self, this); }
|
||||||
}
|
}
|
||||||
|
|
||||||
public class Power : INotifyDamage, INotifyCapture
|
public class Power : INotifyCapture
|
||||||
{
|
{
|
||||||
readonly PowerInfo info;
|
readonly PowerInfo info;
|
||||||
readonly Lazy<Health> health;
|
readonly Lazy<IPowerModifier[]> powerModifiers;
|
||||||
PowerManager playerPower;
|
|
||||||
|
|
||||||
public int CurrentPower
|
public PowerManager PlayerPower { get; private set; }
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
if (info.Amount <= 0 || health == null || !info.ScaleWithHealth)
|
|
||||||
return info.Amount;
|
|
||||||
|
|
||||||
return info.Amount * health.Value.HP / health.Value.MaxHP;
|
public int GetCurrentPower()
|
||||||
}
|
{
|
||||||
|
return Util.ApplyPercentageModifiers(info.Amount, powerModifiers.Value.Select(m => m.GetPowerModifier()));
|
||||||
}
|
}
|
||||||
|
|
||||||
public Power(Actor self, PowerInfo info)
|
public Power(Actor self, PowerInfo info)
|
||||||
{
|
{
|
||||||
this.info = info;
|
this.info = info;
|
||||||
health = Exts.Lazy(self.TraitOrDefault<Health>);
|
PlayerPower = self.Owner.PlayerActor.Trait<PowerManager>();
|
||||||
playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
|
powerModifiers = Exts.Lazy(() => self.TraitsImplementing<IPowerModifier>().ToArray());
|
||||||
}
|
|
||||||
|
|
||||||
public void Damaged(Actor self, AttackInfo e)
|
|
||||||
{
|
|
||||||
if (info.ScaleWithHealth)
|
|
||||||
playerPower.UpdateActor(self, CurrentPower);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
|
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
|
||||||
{
|
{
|
||||||
playerPower = newOwner.PlayerActor.Trait<PowerManager>();
|
PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
10
OpenRA.Mods.RA/Buildings/RequiresPower.cs → OpenRA.Mods.RA/Power/RequiresPower.cs
Executable file → Normal file
10
OpenRA.Mods.RA/Buildings/RequiresPower.cs → OpenRA.Mods.RA/Power/RequiresPower.cs
Executable file → Normal file
@@ -10,7 +10,7 @@
|
|||||||
|
|
||||||
using OpenRA.Traits;
|
using OpenRA.Traits;
|
||||||
|
|
||||||
namespace OpenRA.Mods.RA.Buildings
|
namespace OpenRA.Mods.RA.Power
|
||||||
{
|
{
|
||||||
class RequiresPowerInfo : ITraitInfo
|
class RequiresPowerInfo : ITraitInfo
|
||||||
{
|
{
|
||||||
@@ -19,21 +19,21 @@ namespace OpenRA.Mods.RA.Buildings
|
|||||||
|
|
||||||
class RequiresPower : IDisable, INotifyCapture
|
class RequiresPower : IDisable, INotifyCapture
|
||||||
{
|
{
|
||||||
PowerManager power;
|
PowerManager playerPower;
|
||||||
|
|
||||||
public RequiresPower(Actor self)
|
public RequiresPower(Actor self)
|
||||||
{
|
{
|
||||||
power = self.Owner.PlayerActor.Trait<PowerManager>();
|
playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Disabled
|
public bool Disabled
|
||||||
{
|
{
|
||||||
get { return power.PowerProvided < power.PowerDrained; }
|
get { return playerPower.PowerProvided < playerPower.PowerDrained; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
|
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
|
||||||
{
|
{
|
||||||
power = newOwner.PlayerActor.Trait<PowerManager>();
|
playerPower = newOwner.PlayerActor.Trait<PowerManager>();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
42
OpenRA.Mods.RA/Power/ScalePowerWithHealth.cs
Normal file
42
OpenRA.Mods.RA/Power/ScalePowerWithHealth.cs
Normal file
@@ -0,0 +1,42 @@
|
|||||||
|
#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 OpenRA.Traits;
|
||||||
|
|
||||||
|
namespace OpenRA.Mods.RA.Power
|
||||||
|
{
|
||||||
|
[Desc("Scale power amount with the current health.")]
|
||||||
|
public class ScalePowerWithHealthInfo : ITraitInfo, Requires<PowerInfo>, Requires<HealthInfo>
|
||||||
|
{
|
||||||
|
public object Create(ActorInitializer init) { return new ScalePowerWithHealth(init.self); }
|
||||||
|
}
|
||||||
|
|
||||||
|
public class ScalePowerWithHealth : IPowerModifier, INotifyDamage
|
||||||
|
{
|
||||||
|
readonly Power power;
|
||||||
|
readonly Health health;
|
||||||
|
|
||||||
|
public ScalePowerWithHealth(Actor self)
|
||||||
|
{
|
||||||
|
power = self.Trait<Power>();
|
||||||
|
health = self.Trait<Health>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public int GetPowerModifier()
|
||||||
|
{
|
||||||
|
return 100 * health.HP / health.MaxHP;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Damaged(Actor self, AttackInfo e)
|
||||||
|
{
|
||||||
|
power.PlayerPower.UpdateActor(self);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -9,7 +9,7 @@
|
|||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
using System.Drawing;
|
using System.Drawing;
|
||||||
using OpenRA.Mods.RA.Buildings;
|
using OpenRA.Mods.RA.Power;
|
||||||
using OpenRA.Widgets;
|
using OpenRA.Widgets;
|
||||||
|
|
||||||
namespace OpenRA.Mods.RA.Widgets.Logic
|
namespace OpenRA.Mods.RA.Widgets.Logic
|
||||||
|
|||||||
@@ -8,7 +8,7 @@
|
|||||||
*/
|
*/
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
using OpenRA.Mods.RA.Buildings;
|
using OpenRA.Mods.RA.Power;
|
||||||
using OpenRA.Widgets;
|
using OpenRA.Widgets;
|
||||||
|
|
||||||
namespace OpenRA.Mods.RA.Widgets.Logic
|
namespace OpenRA.Mods.RA.Widgets.Logic
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ using System.Collections.Generic;
|
|||||||
using System.Drawing;
|
using System.Drawing;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using OpenRA.Graphics;
|
using OpenRA.Graphics;
|
||||||
using OpenRA.Mods.RA.Buildings;
|
using OpenRA.Mods.RA.Power;
|
||||||
using OpenRA.Network;
|
using OpenRA.Network;
|
||||||
using OpenRA.Traits;
|
using OpenRA.Traits;
|
||||||
using OpenRA.Widgets;
|
using OpenRA.Widgets;
|
||||||
|
|||||||
@@ -11,8 +11,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Drawing;
|
using System.Drawing;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using OpenRA.Mods.RA;
|
using OpenRA.Mods.RA.Power;
|
||||||
using OpenRA.Mods.RA.Buildings;
|
|
||||||
using OpenRA.Traits;
|
using OpenRA.Traits;
|
||||||
using OpenRA.Widgets;
|
using OpenRA.Widgets;
|
||||||
|
|
||||||
|
|||||||
@@ -334,8 +334,8 @@ namespace OpenRA.Utility
|
|||||||
node.Key = "Units";
|
node.Key = "Units";
|
||||||
}
|
}
|
||||||
|
|
||||||
// Power from Building was moved out into its own trait
|
// Power from Building was moved out into Power and ScalePowerWithHealth traits
|
||||||
if (engineVersion < 20140802)
|
if (engineVersion < 20140823)
|
||||||
{
|
{
|
||||||
if (depth == 0)
|
if (depth == 0)
|
||||||
{
|
{
|
||||||
@@ -350,11 +350,10 @@ namespace OpenRA.Utility
|
|||||||
buildingFields.Remove(power);
|
buildingFields.Remove(power);
|
||||||
|
|
||||||
var powerFields = new List<MiniYamlNode> { new MiniYamlNode("Amount", power.Value) };
|
var powerFields = new List<MiniYamlNode> { new MiniYamlNode("Amount", power.Value) };
|
||||||
|
actorTraits.Add(new MiniYamlNode("Power", new MiniYaml("", powerFields)));
|
||||||
|
|
||||||
if (FieldLoader.GetValue<int>("Power", power.Value.Value) > 0)
|
if (FieldLoader.GetValue<int>("Power", power.Value.Value) > 0)
|
||||||
powerFields.Add(new MiniYamlNode("ScaleWithHealth", "True"));
|
actorTraits.Add(new MiniYamlNode("ScaleWithHealth", ""));
|
||||||
|
|
||||||
actorTraits.Add(new MiniYamlNode("Power", new MiniYaml("", powerFields)));
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -100,7 +100,7 @@ NUKE:
|
|||||||
Bib:
|
Bib:
|
||||||
Power:
|
Power:
|
||||||
Amount: 100
|
Amount: 100
|
||||||
ScaleWithHealth: True
|
ScalePowerWithHealth:
|
||||||
|
|
||||||
NUK2:
|
NUK2:
|
||||||
Inherits: ^BaseBuilding
|
Inherits: ^BaseBuilding
|
||||||
@@ -125,7 +125,7 @@ NUK2:
|
|||||||
Bib:
|
Bib:
|
||||||
Power:
|
Power:
|
||||||
Amount: 200
|
Amount: 200
|
||||||
ScaleWithHealth: True
|
ScalePowerWithHealth:
|
||||||
|
|
||||||
PROC:
|
PROC:
|
||||||
Inherits: ^BaseBuilding
|
Inherits: ^BaseBuilding
|
||||||
|
|||||||
@@ -106,7 +106,7 @@ CONCRETEB:
|
|||||||
Sequence: idle-zaps
|
Sequence: idle-zaps
|
||||||
Power:
|
Power:
|
||||||
Amount: 100
|
Amount: 100
|
||||||
ScaleWithHealth: True
|
ScalePowerWithHealth:
|
||||||
|
|
||||||
^BARRACKS:
|
^BARRACKS:
|
||||||
Inherits: ^Building
|
Inherits: ^Building
|
||||||
|
|||||||
@@ -199,7 +199,7 @@ SPY:
|
|||||||
Cost: 500
|
Cost: 500
|
||||||
DisguiseToolTip:
|
DisguiseToolTip:
|
||||||
Name: Spy
|
Name: Spy
|
||||||
Description: Infiltrates enemy structures to gather \nintelligence. Exact effect depends on the \nbuilding infiltrated.\n Strong vs Nothing\n Weak vs Everything\n Special Ability: Disguised
|
Description: Infiltrates enemy structures for intel or\nsabotage. Exact effect depends on the\nbuilding infiltrated.\n Strong vs Nothing\n Weak vs Everything\n Special Ability: Disguised
|
||||||
Selectable:
|
Selectable:
|
||||||
Voice: SpyVoice
|
Voice: SpyVoice
|
||||||
Bounds: 12,17,0,-9
|
Bounds: 12,17,0,-9
|
||||||
|
|||||||
@@ -949,7 +949,12 @@ POWR:
|
|||||||
DeadBuildingState:
|
DeadBuildingState:
|
||||||
Power:
|
Power:
|
||||||
Amount: 100
|
Amount: 100
|
||||||
ScaleWithHealth: True
|
InfiltrateForPowerOutage:
|
||||||
|
AffectedByPowerOutage:
|
||||||
|
TargetableBuilding:
|
||||||
|
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
|
||||||
|
ScalePowerWithHealth:
|
||||||
|
DisabledOverlay:
|
||||||
|
|
||||||
APWR:
|
APWR:
|
||||||
Inherits: ^Building
|
Inherits: ^Building
|
||||||
@@ -978,7 +983,12 @@ APWR:
|
|||||||
DeadBuildingState:
|
DeadBuildingState:
|
||||||
Power:
|
Power:
|
||||||
Amount: 200
|
Amount: 200
|
||||||
ScaleWithHealth: True
|
InfiltrateForPowerOutage:
|
||||||
|
AffectedByPowerOutage:
|
||||||
|
TargetableBuilding:
|
||||||
|
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
|
||||||
|
ScalePowerWithHealth:
|
||||||
|
DisabledOverlay:
|
||||||
|
|
||||||
STEK:
|
STEK:
|
||||||
Inherits: ^Building
|
Inherits: ^Building
|
||||||
|
|||||||
@@ -71,7 +71,12 @@ GAPOWR:
|
|||||||
Sequence: idle-plug
|
Sequence: idle-plug
|
||||||
Power:
|
Power:
|
||||||
Amount: 100
|
Amount: 100
|
||||||
ScaleWithHealth: True
|
InfiltrateForPowerOutage:
|
||||||
|
AffectedByPowerOutage:
|
||||||
|
TargetableBuilding:
|
||||||
|
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
|
||||||
|
ScalePowerWithHealth:
|
||||||
|
DisabledOverlay:
|
||||||
|
|
||||||
GAPILE:
|
GAPILE:
|
||||||
Inherits: ^Building
|
Inherits: ^Building
|
||||||
@@ -222,7 +227,12 @@ NAPOWR:
|
|||||||
Sequence: idle-lights
|
Sequence: idle-lights
|
||||||
Power:
|
Power:
|
||||||
Amount: 100
|
Amount: 100
|
||||||
ScaleWithHealth: True
|
InfiltrateForPowerOutage:
|
||||||
|
AffectedByPowerOutage:
|
||||||
|
TargetableBuilding:
|
||||||
|
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
|
||||||
|
ScalePowerWithHealth:
|
||||||
|
DisabledOverlay:
|
||||||
|
|
||||||
NAAPWR:
|
NAAPWR:
|
||||||
Inherits: ^Building
|
Inherits: ^Building
|
||||||
@@ -251,7 +261,12 @@ NAAPWR:
|
|||||||
Sequence: idle-lights
|
Sequence: idle-lights
|
||||||
Power:
|
Power:
|
||||||
Amount: 200
|
Amount: 200
|
||||||
ScaleWithHealth: True
|
InfiltrateForPowerOutage:
|
||||||
|
AffectedByPowerOutage:
|
||||||
|
TargetableBuilding:
|
||||||
|
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
|
||||||
|
ScalePowerWithHealth:
|
||||||
|
DisabledOverlay:
|
||||||
|
|
||||||
NAHAND:
|
NAHAND:
|
||||||
Inherits: ^Building
|
Inherits: ^Building
|
||||||
|
|||||||
Reference in New Issue
Block a user