Refactor more power and infiltration stuff. Create new power sabotage ability for spies in ra and ts.

This commit is contained in:
ScottNZ
2014-08-07 00:52:23 +12:00
parent 4fa199fb10
commit b70395e27c
31 changed files with 292 additions and 109 deletions

View File

@@ -171,6 +171,7 @@ namespace OpenRA.Traits
public interface ISpeedModifier { int GetSpeedModifier(); }
public interface IFirepowerModifier { int GetFirepowerModifier(); }
public interface IReloadModifier { int GetReloadModifier(); }
public interface IPowerModifier { int GetPowerModifier(); }
public interface ILoadsPalettes { void LoadPalettes(WorldRenderer wr); }
public interface IPaletteModifier { void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> b); }
public interface IPips { IEnumerable<PipType> GetPips(Actor self); }

View File

@@ -16,8 +16,8 @@ using OpenRA.Graphics;
using OpenRA.Mods.RA;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Orders;
using OpenRA.Mods.RA.Power;
using OpenRA.Mods.RA.Render;
using OpenRA.Mods.RA.Widgets;
using OpenRA.Network;
using OpenRA.Primitives;
using OpenRA.Traits;

View File

@@ -12,7 +12,7 @@ using System;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.RA;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Power;
using OpenRA.Mods.RA.Widgets;
using OpenRA.Mods.RA.Widgets.Logic;
using OpenRA.Mods.D2k.Widgets;

View File

@@ -12,6 +12,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Power;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.AI

View File

@@ -15,6 +15,7 @@ using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Air;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Power;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;

View File

@@ -11,7 +11,7 @@
using System.Collections.Generic;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Power;
namespace OpenRA.Mods.RA.Effects
{

View File

@@ -12,7 +12,7 @@ using System;
using OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
namespace OpenRA.Mods.RA.Infiltration
{
[Desc("This structure can be infiltrated causing funds to be stolen.")]
class InfiltrateForCashInfo : ITraitInfo

View File

@@ -10,7 +10,7 @@
using OpenRA.Traits;
namespace OpenRA.Mods.RA
namespace OpenRA.Mods.RA.Infiltration
{
class InfiltrateForExplorationInfo : TraitInfo<InfiltrateForExploration> { }

View File

@@ -0,0 +1,45 @@
#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.Linq;
using OpenRA.Mods.RA.Power;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Infiltration
{
class InfiltrateForPowerOutageInfo : ITraitInfo
{
public readonly int Duration = 25 * 30;
public object Create(ActorInitializer init) { return new InfiltrateForPowerOutage(init.self, this); }
}
class InfiltrateForPowerOutage : INotifyCapture, INotifyInfiltrated
{
readonly InfiltrateForPowerOutageInfo info;
PowerManager playerPower;
public InfiltrateForPowerOutage(Actor self, InfiltrateForPowerOutageInfo info)
{
this.info = info;
playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
}
public void Infiltrated(Actor self, Actor infiltrator)
{
playerPower.TriggerPowerOutage(info.Duration);
}
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
}
}
}

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@@ -11,7 +11,7 @@
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
namespace OpenRA.Mods.RA.Infiltration
{
class InfiltrateForSupportPowerInfo : ITraitInfo
{

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@@ -15,7 +15,7 @@ using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
namespace OpenRA.Mods.RA.Infiltration
{
class InfiltratesInfo : ITraitInfo
{

View File

@@ -119,7 +119,9 @@
<Compile Include="Air\AttackPlane.cs" />
<Compile Include="AI\SupportPowerDecision.cs" />
<Compile Include="Crates\DuplicateUnitCrateAction.cs" />
<Compile Include="Power.cs" />
<Compile Include="Infiltration\InfiltrateForPowerOutage.cs" />
<Compile Include="Power\AffectedByPowerOutage.cs" />
<Compile Include="Power\Power.cs" />
<Compile Include="Effects\Beacon.cs" />
<Compile Include="Player\PlaceBeacon.cs" />
<Compile Include="MenuPaletteEffect.cs" />
@@ -166,15 +168,15 @@
<Compile Include="CaptureNotification.cs" />
<Compile Include="Buildings\Building.cs" />
<Compile Include="Buildings\BuildingInfluence.cs" />
<Compile Include="CanPowerDown.cs" />
<Compile Include="Power\CanPowerDown.cs" />
<Compile Include="Buildings\CustomSellValue.cs" />
<Compile Include="Buildings\CustomBuildTimeValue.cs" />
<Compile Include="Buildings\DeadBuildingState.cs" />
<Compile Include="Buildings\FootprintUtils.cs" />
<Compile Include="Buildings\LineBuild.cs" />
<Compile Include="Buildings\PowerManager.cs" />
<Compile Include="Power\Player\PowerManager.cs" />
<Compile Include="Buildings\RepairableBuilding.cs" />
<Compile Include="Buildings\RequiresPower.cs" />
<Compile Include="Power\RequiresPower.cs" />
<Compile Include="Buildings\ShakeOnDeath.cs" />
<Compile Include="Buildings\SoundOnDamageTransition.cs" />
<Compile Include="Buildings\Util.cs" />
@@ -240,7 +242,7 @@
<Compile Include="Harvester.cs" />
<Compile Include="HarvesterHuskModifier.cs" />
<Compile Include="Husk.cs" />
<Compile Include="InfiltrateForSupportPower.cs" />
<Compile Include="Infiltration\InfiltrateForSupportPower.cs" />
<Compile Include="Invulnerable.cs" />
<Compile Include="IronCurtainable.cs" />
<Compile Include="JamsMissiles.cs" />
@@ -289,6 +291,7 @@
<Compile Include="PortableChrono.cs" />
<Compile Include="Scripting\Properties\GuardProperties.cs" />
<Compile Include="Scripting\Properties\PlayerProperties.cs" />
<Compile Include="Power\ScalePowerWithHealth.cs" />
<Compile Include="Warheads\DestroyResourceWarhead.cs" />
<Compile Include="Warheads\CreateEffectWarhead.cs" />
<Compile Include="Warheads\CreateResourceWarhead.cs" />
@@ -413,12 +416,12 @@
<Compile Include="World\SmudgeLayer.cs" />
<Compile Include="Player\BaseAttackNotifier.cs" />
<Compile Include="Player\HarvesterAttackNotifier.cs" />
<Compile Include="InfiltrateForExploration.cs" />
<Compile Include="InfiltrateForCash.cs" />
<Compile Include="Infiltration\InfiltrateForExploration.cs" />
<Compile Include="Infiltration\InfiltrateForCash.cs" />
<Compile Include="RenderShroudCircle.cs" />
<Compile Include="CloakPaletteEffect.cs" />
<Compile Include="Widgets\ColorPreviewManagerWidget.cs" />
<Compile Include="Infiltrates.cs" />
<Compile Include="Infiltration\Infiltrates.cs" />
<Compile Include="Armament.cs" />
<Compile Include="Buildings\BaseProvider.cs" />
<Compile Include="Widgets\Logic\ObserverShroudSelectorLogic.cs" />

View File

@@ -11,7 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Power;
namespace OpenRA.Mods.RA.Orders
{

View File

@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Power;
using OpenRA.Traits;
namespace OpenRA.Mods.RA

View File

@@ -12,6 +12,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Power;
using OpenRA.Traits;
namespace OpenRA.Mods.RA

View File

@@ -0,0 +1,58 @@
#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.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Power
{
public class AffectedByPowerOutageInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new AffectedByPowerOutage(init.self); }
}
public class AffectedByPowerOutage : INotifyCapture, ISelectionBar, IPowerModifier, IDisable
{
PowerManager playerPower;
public AffectedByPowerOutage(Actor self)
{
playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
}
public float GetValue()
{
if (playerPower.PowerOutageRemainingTicks <= 0)
return 0;
return (float)playerPower.PowerOutageRemainingTicks / playerPower.PowerOutageTotalTicks;
}
public Color GetColor()
{
return Color.Yellow;
}
public int GetPowerModifier()
{
return playerPower.PowerOutageRemainingTicks > 0 ? 0 : 100;
}
public bool Disabled
{
get { return playerPower.PowerOutageRemainingTicks > 0; }
}
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
playerPower = newOwner.PlayerActor.Trait<PowerManager>();
}
}
}

View File

@@ -11,24 +11,22 @@
using OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Buildings
namespace OpenRA.Mods.RA.Power
{
[Desc("The player can disable the power individually on this actor.")]
public class CanPowerDownInfo : ITraitInfo, Requires<PowerInfo>
{
public object Create(ActorInitializer init) { return new CanPowerDown(init); }
public object Create(ActorInitializer init) { return new CanPowerDown(init.self); }
}
public class CanPowerDown : IResolveOrder, IDisable, INotifyCapture, ISync
public class CanPowerDown : IPowerModifier, IResolveOrder, IDisable, ISync
{
[Sync] bool disabled = false;
int normalPower = 0;
PowerManager PowerManager;
readonly Power power;
public CanPowerDown(ActorInitializer init)
public CanPowerDown(Actor self)
{
PowerManager = init.self.Owner.PlayerActor.Trait<PowerManager>();
normalPower = init.self.Info.Traits.Get<PowerInfo>().Amount;
power = self.Trait<Power>();
}
public bool Disabled { get { return disabled; } }
@@ -38,18 +36,17 @@ namespace OpenRA.Mods.RA.Buildings
if (order.OrderString == "PowerDown")
{
disabled = !disabled;
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", (disabled ? "EnablePower" : "DisablePower"), self.Owner.Country.Race);
PowerManager.UpdateActor(self, disabled ? 0 : normalPower);
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", disabled ? "EnablePower" : "DisablePower", self.Owner.Country.Race);
power.PlayerPower.UpdateActor(self);
if (disabled)
self.World.AddFrameEndTask(
w => w.Add(new PowerdownIndicator(self)));
self.World.AddFrameEndTask(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;
}
}
}

View File

@@ -9,20 +9,21 @@
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Buildings
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, this); }
public object Create(ActorInitializer init) { return new PowerManager(init.self, this); }
}
public class PowerManager : ITick, ISync
{
readonly Actor self;
readonly PowerManagerInfo info;
readonly Player player;
readonly DeveloperMode devMode;
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 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;
player = init.self.Owner;
init.world.ActorAdded += ActorAdded;
init.world.ActorRemoved += ActorRemoved;
self.World.ActorAdded += UpdateActor;
self.World.ActorRemoved += RemoveActor;
devMode = init.self.Trait<DeveloperMode>();
devMode = self.Trait<DeveloperMode>();
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;
var power = a.TraitOrDefault<Power>();
if (power == null)
return;
powerDrain.Add(a, power.CurrentPower);
powerDrain[a] = power.GetCurrentPower();
}
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;
powerDrain.Remove(a);
UpdateTotals();
}
void UpdateTotals()
public void UpdateTotals()
{
totalProvided = 0;
totalDrained = 0;
foreach (var kv in powerDrain)
{
var p = kv.Value;
@@ -84,15 +98,6 @@ namespace OpenRA.Mods.RA.Buildings
totalProvided = 1000000;
}
public void UpdateActor(Actor a, int newPower)
{
if (a.Owner != player || !a.HasTrait<Power>())
return;
powerDrain[a] = newPower;
UpdateTotals();
}
int nextPowerAdviceTime = 0;
bool wasLowPower = false;
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);
nextPowerAdviceTime = info.AdviceInterval;
}
if (PowerOutageRemainingTicks > 0 && --PowerOutageRemainingTicks == 0)
UpdatePowerOutageActors();
}
public PowerState PowerState
{
get {
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);
}
}
}

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@@ -9,55 +9,41 @@
#endregion
using System;
using OpenRA.Mods.RA.Buildings;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
namespace OpenRA.Mods.RA.Power
{
public class PowerInfo : ITraitInfo
{
[Desc("If negative, it will drain power. If positive, it will provide power.")]
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 class Power : INotifyDamage, INotifyCapture
public class Power : INotifyCapture
{
readonly PowerInfo info;
readonly Lazy<Health> health;
PowerManager playerPower;
readonly Lazy<IPowerModifier[]> powerModifiers;
public int CurrentPower
{
get
{
if (info.Amount <= 0 || health == null || !info.ScaleWithHealth)
return info.Amount;
public PowerManager PlayerPower { get; private set; }
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)
{
this.info = info;
health = Exts.Lazy(self.TraitOrDefault<Health>);
playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
}
public void Damaged(Actor self, AttackInfo e)
{
if (info.ScaleWithHealth)
playerPower.UpdateActor(self, CurrentPower);
PlayerPower = self.Owner.PlayerActor.Trait<PowerManager>();
powerModifiers = Exts.Lazy(() => self.TraitsImplementing<IPowerModifier>().ToArray());
}
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
playerPower = newOwner.PlayerActor.Trait<PowerManager>();
PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
}
}
}

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@@ -10,7 +10,7 @@
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Buildings
namespace OpenRA.Mods.RA.Power
{
class RequiresPowerInfo : ITraitInfo
{
@@ -19,21 +19,21 @@ namespace OpenRA.Mods.RA.Buildings
class RequiresPower : IDisable, INotifyCapture
{
PowerManager power;
PowerManager playerPower;
public RequiresPower(Actor self)
{
power = self.Owner.PlayerActor.Trait<PowerManager>();
playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
}
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)
{
power = newOwner.PlayerActor.Trait<PowerManager>();
playerPower = newOwner.PlayerActor.Trait<PowerManager>();
}
}
}

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@@ -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);
}
}
}

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@@ -9,7 +9,7 @@
#endregion
using System.Drawing;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Power;
using OpenRA.Widgets;
namespace OpenRA.Mods.RA.Widgets.Logic

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@@ -8,7 +8,7 @@
*/
#endregion
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Power;
using OpenRA.Widgets;
namespace OpenRA.Mods.RA.Widgets.Logic

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@@ -13,7 +13,7 @@ using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Power;
using OpenRA.Network;
using OpenRA.Traits;
using OpenRA.Widgets;

View File

@@ -11,8 +11,7 @@
using System;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.RA;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Power;
using OpenRA.Traits;
using OpenRA.Widgets;

View File

@@ -334,8 +334,8 @@ namespace OpenRA.Utility
node.Key = "Units";
}
// Power from Building was moved out into its own trait
if (engineVersion < 20140802)
// Power from Building was moved out into Power and ScalePowerWithHealth traits
if (engineVersion < 20140823)
{
if (depth == 0)
{
@@ -350,11 +350,10 @@ namespace OpenRA.Utility
buildingFields.Remove(power);
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)
powerFields.Add(new MiniYamlNode("ScaleWithHealth", "True"));
actorTraits.Add(new MiniYamlNode("Power", new MiniYaml("", powerFields)));
actorTraits.Add(new MiniYamlNode("ScaleWithHealth", ""));
}
}
}

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@@ -100,7 +100,7 @@ NUKE:
Bib:
Power:
Amount: 100
ScaleWithHealth: True
ScalePowerWithHealth:
NUK2:
Inherits: ^BaseBuilding
@@ -125,7 +125,7 @@ NUK2:
Bib:
Power:
Amount: 200
ScaleWithHealth: True
ScalePowerWithHealth:
PROC:
Inherits: ^BaseBuilding

View File

@@ -106,7 +106,7 @@ CONCRETEB:
Sequence: idle-zaps
Power:
Amount: 100
ScaleWithHealth: True
ScalePowerWithHealth:
^BARRACKS:
Inherits: ^Building

View File

@@ -199,7 +199,7 @@ SPY:
Cost: 500
DisguiseToolTip:
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:
Voice: SpyVoice
Bounds: 12,17,0,-9

View File

@@ -949,7 +949,12 @@ POWR:
DeadBuildingState:
Power:
Amount: 100
ScaleWithHealth: True
InfiltrateForPowerOutage:
AffectedByPowerOutage:
TargetableBuilding:
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
DisabledOverlay:
APWR:
Inherits: ^Building
@@ -978,7 +983,12 @@ APWR:
DeadBuildingState:
Power:
Amount: 200
ScaleWithHealth: True
InfiltrateForPowerOutage:
AffectedByPowerOutage:
TargetableBuilding:
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
DisabledOverlay:
STEK:
Inherits: ^Building

View File

@@ -71,7 +71,12 @@ GAPOWR:
Sequence: idle-plug
Power:
Amount: 100
ScaleWithHealth: True
InfiltrateForPowerOutage:
AffectedByPowerOutage:
TargetableBuilding:
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
DisabledOverlay:
GAPILE:
Inherits: ^Building
@@ -222,7 +227,12 @@ NAPOWR:
Sequence: idle-lights
Power:
Amount: 100
ScaleWithHealth: True
InfiltrateForPowerOutage:
AffectedByPowerOutage:
TargetableBuilding:
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
DisabledOverlay:
NAAPWR:
Inherits: ^Building
@@ -251,7 +261,12 @@ NAAPWR:
Sequence: idle-lights
Power:
Amount: 200
ScaleWithHealth: True
InfiltrateForPowerOutage:
AffectedByPowerOutage:
TargetableBuilding:
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
DisabledOverlay:
NAHAND:
Inherits: ^Building