Begin splitting power into its own trait; incomplete and non-working.
This commit is contained in:
@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -227,6 +227,7 @@
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<Compile Include="Graphics\CursorProvider.cs" />
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<Compile Include="Traits\Player\TechTree.cs" />
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<Compile Include="Traits\Player\ClassicProductionQueue.cs" />
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<Compile Include="Traits\Player\PowerManager.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -15,7 +15,7 @@ using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class ClassicProductionQueueInfo : ProductionQueueInfo, ITraitPrerequisite<TechTreeInfo>
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public class ClassicProductionQueueInfo : ProductionQueueInfo, ITraitPrerequisite<TechTreeInfo>, ITraitPrerequisite<PowerManagerInfo>, ITraitPrerequisite<PlayerResourcesInfo>
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{
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public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
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}
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@@ -45,17 +45,53 @@ namespace OpenRA.Traits
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public int OreCapacity;
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[Sync]
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public int DisplayOre;
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public float GetSiloFullness() { return (float)Ore / OreCapacity; }
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public void GiveOre(int num)
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{
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Ore += num;
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if (Ore > OreCapacity)
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{
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nextSiloAdviceTime = 0;
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Ore = OreCapacity;
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}
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}
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[Sync]
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public int PowerProvided;
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[Sync]
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public int PowerDrained;
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public bool TakeOre(int num)
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{
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if (Ore < num) return false;
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Ore -= num;
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return true;
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}
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public void GiveCash(int num)
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{
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Cash += num;
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}
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public bool TakeCash(int num)
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{
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if (Cash + Ore < num) return false;
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// Spend ore before cash
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Ore -= num;
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if (Ore < 0)
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{
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Cash += Ore;
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Ore = 0;
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}
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return true;
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}
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const float displayCashFracPerFrame = .07f;
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const int displayCashDeltaPerFrame = 37;
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int nextSiloAdviceTime = 0;
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void TickOre(Actor self)
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public void Tick(Actor self)
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{
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OreCapacity = self.World.Queries.OwnedBy[Owner].WithTrait<IStoreOre>()
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.Sum(a => a.Trait.Capacity);
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@@ -102,91 +138,5 @@ namespace OpenRA.Traits
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Sound.PlayToPlayer(self.Owner, eva.CashTickDown);
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}
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}
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int nextPowerAdviceTime = 0;
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void TickPower()
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{
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var oldBalance = PowerProvided - PowerDrained;
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PowerProvided = 0;
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PowerDrained = 0;
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var myBuildings = Owner.World.Queries.OwnedBy[Owner].WithTrait<Building>();
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foreach (var a in myBuildings)
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{
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var q = a.Trait.GetPowerUsage();
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if (q > 0)
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PowerProvided += q;
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else
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PowerDrained -= q;
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}
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if (PowerProvided - PowerDrained < 0)
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if (PowerProvided - PowerDrained != oldBalance)
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nextPowerAdviceTime = 0;
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if (--nextPowerAdviceTime <= 0)
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{
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if (PowerProvided - PowerDrained < 0)
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Owner.GiveAdvice(Rules.Info["world"].Traits.Get<EvaAlertsInfo>().LowPower);
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nextPowerAdviceTime = AdviceInterval;
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}
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}
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public PowerState GetPowerState()
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{
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if (PowerProvided >= PowerDrained) return PowerState.Normal;
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if (PowerProvided > PowerDrained / 2) return PowerState.Low;
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return PowerState.Critical;
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}
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public float GetSiloFullness() { return (float)Ore / OreCapacity; }
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public void GiveOre(int num)
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{
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Ore += num;
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if (Ore > OreCapacity)
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{
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nextSiloAdviceTime = 0;
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Ore = OreCapacity;
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}
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}
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public bool TakeOre(int num)
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{
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if (Ore < num) return false;
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Ore -= num;
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return true;
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}
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public void GiveCash(int num)
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{
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Cash += num;
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}
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public bool TakeCash(int num)
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{
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if (Cash + Ore < num) return false;
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// Spend ore before cash
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Ore -= num;
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if (Ore < 0)
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{
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Cash += Ore;
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Ore = 0;
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}
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return true;
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}
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public void Tick(Actor self)
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{
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TickPower();
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TickOre(self);
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}
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}
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}
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108
OpenRA.Game/Traits/Player/PowerManager.cs
Normal file
108
OpenRA.Game/Traits/Player/PowerManager.cs
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@@ -0,0 +1,108 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System;
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using System.Linq;
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using System.Collections.Generic;
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namespace OpenRA.Traits
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{
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public class PowerManagerInfo : ITraitInfo
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{
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public readonly int AdviceInterval = 250;
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public object Create(ActorInitializer init) { return new PowerManager(init, this); }
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}
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public class PowerManager : ITick
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{
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PowerManagerInfo Info;
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Player Player;
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Dictionary<Actor, int> PowerDrain = new Dictionary<Actor, int>();
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[Sync] int totalProvided;
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public int PowerProvided { get { return totalProvided; } }
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[Sync] int totalDrained;
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public int PowerDrained { get { return totalDrained; } }
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public PowerManager(ActorInitializer init, PowerManagerInfo info)
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{
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Info = info;
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Player = init.self.Owner;
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init.world.ActorAdded += ActorAdded;
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init.world.ActorRemoved += ActorRemoved;
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}
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public void ActorAdded(Actor a)
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{
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if (a.Owner != Player || !a.HasTrait<Building>())
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return;
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PowerDrain.Add(a, a.Trait<Building>().GetPowerUsage());
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UpdateTotals();
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}
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public void UpdateActor(Actor a, int newPower)
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{
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if (a.Owner != Player || !a.HasTrait<Building>())
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return;
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PowerDrain[a] = newPower;
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UpdateTotals();
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}
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public void ActorRemoved(Actor a)
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{
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if (a.Owner != Player || !a.HasTrait<Building>())
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return;
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PowerDrain.Remove(a);
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UpdateTotals();
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}
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void UpdateTotals()
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{
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foreach (var p in PowerDrain.Values)
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{
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if (p > 0)
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totalProvided += p;
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else
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totalDrained -= p;
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}
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}
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int nextPowerAdviceTime = 0;
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bool wasLowPower = false;
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public void Tick(Actor self)
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{
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var lowPower = totalProvided < totalDrained;
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if (lowPower && !wasLowPower)
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nextPowerAdviceTime = 0;
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wasLowPower = lowPower;
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if (--nextPowerAdviceTime <= 0)
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{
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if (lowPower)
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Player.GiveAdvice(Rules.Info["world"].Traits.Get<EvaAlertsInfo>().LowPower);
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nextPowerAdviceTime = Info.AdviceInterval;
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}
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}
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public PowerState GetPowerState()
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{
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if (PowerProvided >= PowerDrained) return PowerState.Normal;
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if (PowerProvided > PowerDrained / 2) return PowerState.Low;
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return PowerState.Critical;
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}
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}
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}
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@@ -26,6 +26,8 @@ namespace OpenRA.Traits
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{
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public readonly Actor self;
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public ProductionQueueInfo Info;
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readonly PowerManager PlayerPower;
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readonly PlayerResources PlayerResources;
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// TODO: sync these
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// A list of things we are currently building
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@@ -38,7 +40,9 @@ namespace OpenRA.Traits
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{
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this.self = self;
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this.Info = info;
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PlayerResources = playerActor.Trait<PlayerResources>();
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PlayerPower = playerActor.Trait<PowerManager>();
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var ttc = playerActor.Trait<TechTree>();
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foreach (var a in AllBuildables(Info.Type))
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@@ -119,7 +123,7 @@ namespace OpenRA.Traits
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FinishProduction();
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}
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if( Queue.Count > 0 )
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Queue[ 0 ].Tick( self.Owner );
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Queue[ 0 ].Tick( PlayerResources, PlayerPower );
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}
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public void ResolveOrder( Actor self, Order order )
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@@ -249,7 +253,6 @@ namespace OpenRA.Traits
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public bool Paused = false, Done = false;
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public Action OnComplete;
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int slowdown = 0;
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public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete)
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@@ -264,7 +267,7 @@ namespace OpenRA.Traits
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Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
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}
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public void Tick(Player player)
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public void Tick(PlayerResources pr, PowerManager pm)
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{
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if (Done)
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{
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@@ -274,7 +277,7 @@ namespace OpenRA.Traits
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if (Paused) return;
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if (player.PlayerActor.Trait<PlayerResources>().GetPowerState() != PowerState.Normal)
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if (pm.GetPowerState() != PowerState.Normal)
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{
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if (--slowdown <= 0)
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slowdown = Queue.Info.LowPowerSlowdown;
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@@ -283,7 +286,7 @@ namespace OpenRA.Traits
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}
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var costThisFrame = RemainingCost / RemainingTime;
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if (costThisFrame != 0 && !player.PlayerActor.Trait<PlayerResources>().TakeCash(costThisFrame)) return;
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if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) return;
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RemainingCost -= costThisFrame;
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RemainingTime -= 1;
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if (RemainingTime > 0) return;
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@@ -12,7 +12,7 @@ using System.Linq;
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namespace OpenRA.Traits
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{
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public abstract class SupportPowerInfo : ITraitInfo, ITraitPrerequisite<TechTreeInfo>
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public abstract class SupportPowerInfo : ITraitInfo, ITraitPrerequisite<TechTreeInfo>, ITraitPrerequisite<PowerManagerInfo>
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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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@@ -52,12 +52,14 @@ namespace OpenRA.Traits
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bool notifiedCharging;
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bool notifiedReady;
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readonly PowerManager PlayerPower;
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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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Self = self;
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Owner = self.Owner;
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PlayerPower = self.Trait<PowerManager>();
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effectivePrereq = Info.Prerequisites
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.Select(a => a.ToLowerInvariant()).ToArray();
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@@ -98,7 +100,7 @@ namespace OpenRA.Traits
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bool IsPowered()
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{
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if (effectivePrereq.Count() == 0)
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return Owner.PlayerActor.Trait<PlayerResources>().GetPowerState() == PowerState.Normal;
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return PlayerPower.GetPowerState() == PowerState.Normal;
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// Takes 0.3ms on pchote's machine -- calling it every tick for every active special power is retarded
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var buildings = TechTree.GatherBuildings(Owner);
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