move some more crap around
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158
OpenRA.Game/Traits/SupportPower.cs
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158
OpenRA.Game/Traits/SupportPower.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Linq;
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namespace OpenRA.Traits
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{
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public abstract class SupportPowerInfo : ITraitInfo
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{
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public readonly bool RequiresPower = true;
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public readonly bool OneShot = false;
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public readonly float ChargeTime = 0;
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public readonly string Image = null;
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public readonly string Description = "";
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public readonly string LongDesc = "";
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public readonly string[] Prerequisites = { };
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public readonly int TechLevel = -1;
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public readonly bool GivenAuto = true;
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public readonly string BeginChargeSound = null;
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public readonly string EndChargeSound = null;
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public readonly string SelectTargetSound = null;
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public readonly string LaunchSound = null;
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public abstract object Create(Actor self);
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}
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public class SupportPower : ITick
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{
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public readonly SupportPowerInfo Info;
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public int RemainingTime { get; private set; }
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public int TotalTime { get { return (int)(Info.ChargeTime * 60 * 25); } }
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public bool IsUsed;
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public bool IsAvailable;
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public bool IsReady { get { return IsAvailable && RemainingTime == 0; } }
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public readonly Player Owner;
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bool notifiedCharging;
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bool notifiedReady;
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public SupportPower(Actor self, SupportPowerInfo info)
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{
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Info = info;
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RemainingTime = TotalTime;
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Owner = self.Owner;
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}
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public void Tick(Actor self)
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{
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if (Info.OneShot && IsUsed)
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return;
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var buildings = Rules.TechTree.GatherBuildings(self.Owner);
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var effectivePrereq = Info.Prerequisites
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.Select(a => a.ToLowerInvariant())
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.Where(a => Rules.Info[a].Traits.Get<BuildableInfo>().Owner.Contains(self.Owner.Country.Race));
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if (Info.GivenAuto)
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{
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IsAvailable = Info.TechLevel > -1
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&& effectivePrereq.Any()
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&& effectivePrereq.All(a => buildings[a].Count > 0);
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}
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if (IsAvailable && (!Info.RequiresPower || IsPowered()))
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{
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if (RemainingTime > 0) --RemainingTime;
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if (!notifiedCharging)
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{
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Sound.PlayToPlayer(Owner, Info.BeginChargeSound);
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OnBeginCharging();
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notifiedCharging = true;
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}
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}
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if (RemainingTime == 0
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&& !notifiedReady)
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{
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Sound.PlayToPlayer(Owner, Info.EndChargeSound);
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OnFinishCharging();
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notifiedReady = true;
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}
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}
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bool IsPowered()
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{
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var buildings = Rules.TechTree.GatherBuildings(Owner);
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var effectivePrereq = Info.Prerequisites
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.Select(a => a.ToLowerInvariant())
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.Where(a => Rules.Info[a].Traits.Get<BuildableInfo>().Owner.Contains(Owner.Country.Race));
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if (Info.Prerequisites.Count() == 0)
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return Owner.PlayerActor.traits.Get<PlayerResources>().GetPowerState() == PowerState.Normal;
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return effectivePrereq.Any() &&
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effectivePrereq.All(a => buildings[a].Any(b => !b.traits.Get<Building>().Disabled));
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}
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public void FinishActivate()
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{
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if (Info.OneShot)
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{
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IsUsed = true;
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IsAvailable = false;
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}
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RemainingTime = TotalTime;
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notifiedReady = false;
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notifiedCharging = false;
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}
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public void Give(float charge)
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{
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IsAvailable = true;
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IsUsed = false;
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RemainingTime = (int)(charge * TotalTime);
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}
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protected virtual void OnBeginCharging() { }
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protected virtual void OnFinishCharging() { }
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protected virtual void OnActivate() { }
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public void Activate()
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{
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if (!IsAvailable || !IsReady)
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{
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Sound.Play("briefing.aud");
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return;
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}
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if (Info.RequiresPower && !IsPowered())
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{
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Sound.Play("nopowr1.aud");
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return;
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}
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Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
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OnActivate();
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}
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}
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}
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