Begin splitting power into its own trait; incomplete and non-working.

This commit is contained in:
Paul Chote
2010-09-18 14:12:38 +12:00
parent 0330ef2b9e
commit ce9caec291
13 changed files with 195 additions and 120 deletions

View File

@@ -32,6 +32,8 @@ namespace OpenRA.Mods.RA
int ticks;
Player p;
PlayerResources playerResources;
PowerManager playerPower;
int2 baseCenter;
XRandom random = new XRandom(); //we do not use the synced random number generator.
@@ -70,6 +72,7 @@ namespace OpenRA.Mods.RA
enabled = true;
playerResources = p.PlayerActor.Trait<PlayerResources>();
playerPower = p.PlayerActor.Trait<PowerManager>();
}
int GetPowerProvidedBy(ActorInfo building)
@@ -90,7 +93,7 @@ namespace OpenRA.Mods.RA
{
var buildableThings = queue.BuildableItems();
if (playerResources.PowerProvided <= playerResources.PowerDrained * 1.2) /* try to maintain 20% excess power */
if (playerPower.PowerProvided <= playerPower.PowerDrained * 1.2) /* try to maintain 20% excess power */
{
/* find the best thing we can build which produces power */
var best = buildableThings.Where(a => GetPowerProvidedBy(a) > 0)

View File

@@ -33,7 +33,8 @@ namespace OpenRA.Mods.RA
{
readonly Actor self;
readonly OreRefineryInfo Info;
readonly PlayerResources Player;
readonly PlayerResources PlayerResources;
readonly PowerManager PlayerPower;
List<Actor> LinkedHarv;
[Sync]
@@ -45,7 +46,9 @@ namespace OpenRA.Mods.RA
{
this.self = self;
Info = info;
Player = self.Owner.PlayerActor.Trait<PlayerResources> ();
PlayerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
PlayerPower = self.Owner.PlayerActor.Trait<PowerManager>();
LinkedHarv = new List<Actor> ();
}
@@ -63,7 +66,7 @@ namespace OpenRA.Mods.RA
public void GiveOre (int amount)
{
if (!Info.LocalStorage)
Player.GiveOre(amount);
PlayerResources.GiveOre(amount);
else
{
Ore += amount;
@@ -80,14 +83,14 @@ namespace OpenRA.Mods.RA
if (--nextProcessTime <= 0) {
// Convert resources to cash
int amount = Math.Min (Ore, Info.ProcessAmount);
amount = Math.Min (amount, Player.OreCapacity - Player.Ore);
amount = Math.Min (amount, PlayerResources.OreCapacity - PlayerResources.Ore);
if (amount > 0)
{
Ore -= amount;
Player.GiveOre (amount);
PlayerResources.GiveOre (amount);
}
nextProcessTime = (Player.GetPowerState() == PowerState.Normal)?
nextProcessTime = (PlayerPower.GetPowerState() == PowerState.Normal)?
Info.ProcessTick : Info.LowPowerProcessTick ;
}
}

View File

@@ -20,14 +20,16 @@ namespace OpenRA.Mods.RA
class RequiresPower : IDisable
{
readonly Actor self;
readonly PowerManager power;
public RequiresPower( Actor self )
{
this.self = self;
power = self.Owner.PlayerActor.Trait<PowerManager>();
}
public bool Disabled
{
get { return (self.Owner.PlayerActor.Trait<PlayerResources>().GetPowerState() != PowerState.Normal); }
get { return (power.GetPowerState() != PowerState.Normal); }
}
}
}

View File

@@ -46,7 +46,7 @@ namespace OpenRA.Mods.RA.Widgets
public readonly string BuildPaletteOpen = "bleep13.aud";
public readonly string BuildPaletteClose = "bleep13.aud";
public readonly string TabClick = "ramenu1.aud";
public BuildPaletteWidget() : base() { }
public override void Initialize()
@@ -449,11 +449,12 @@ namespace OpenRA.Mods.RA.Widgets
p.ToInt2() + new int2(5, 5), Color.White);
var resources = pl.PlayerActor.Trait<PlayerResources>();
var power = pl.PlayerActor.Trait<PowerManager>();
DrawRightAligned("${0}".F(cost), pos + new int2(-5, 5),
(resources.DisplayCash + resources.DisplayOre >= cost ? Color.White : Color.Red ));
var lowpower = resources.GetPowerState() != PowerState.Normal;
var lowpower = power.GetPowerState() != PowerState.Normal;
var time = CurrentQueue.GetBuildTime(info.Name)
* ((lowpower)? CurrentQueue.Info.LowPowerSlowdown : 1);
DrawRightAligned(WorldUtils.FormatTime(time), pos + new int2(-5, 35), lowpower ? Color.Red: Color.White);
@@ -461,7 +462,7 @@ namespace OpenRA.Mods.RA.Widgets
var bi = info.Traits.GetOrDefault<BuildingInfo>();
if (bi != null)
DrawRightAligned("{1}{0}".F(bi.Power, bi.Power > 0 ? "+" : ""), pos + new int2(-5, 20),
((resources.PowerProvided - resources.PowerDrained) >= -bi.Power || bi.Power > 0)? Color.White: Color.Red);
((power.PowerProvided - power.PowerDrained) >= -bi.Power || bi.Power > 0)? Color.White: Color.Red);
p += new int2(5, 35);
if (!canBuildThis)

View File

@@ -29,11 +29,11 @@ namespace OpenRA.Mods.RA.Widgets
{
powerCollection = "power-" + world.LocalPlayer.Country.Race;
var resources = world.LocalPlayer.PlayerActor.Trait<PlayerResources>();
var power = world.LocalPlayer.PlayerActor.Trait<PowerManager>();
// Nothing to draw
if (resources.PowerProvided == 0
&& resources.PowerDrained == 0)
if (power.PowerProvided == 0
&& power.PowerDrained == 0)
return;
// Draw bar horizontally
@@ -41,18 +41,18 @@ namespace OpenRA.Mods.RA.Widgets
var barEnd = barStart + new float2(powerSize.Width, 0);
float powerScaleBy = 100;
var maxPower = Math.Max(resources.PowerProvided, resources.PowerDrained);
var maxPower = Math.Max(power.PowerProvided, power.PowerDrained);
while (maxPower >= powerScaleBy) powerScaleBy *= 2;
// Current power supply
var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (resources.PowerProvided / powerScaleBy);
var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (power.PowerProvided / powerScaleBy);
lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerLevelTemp), powerLevelTemp, .3f);
float2 powerLevel = new float2(lastPowerProvidedPos.Value, barStart.Y);
var color = Color.LimeGreen;
if (resources.GetPowerState() == PowerState.Low)
if (power.GetPowerState() == PowerState.Low)
color = Color.Orange;
if (resources.GetPowerState() == PowerState.Critical)
if (power.GetPowerState() == PowerState.Critical)
color = Color.Red;
var colorDark = Graphics.Util.Lerp(0.25f, color, Color.Black);
@@ -75,7 +75,7 @@ namespace OpenRA.Mods.RA.Widgets
// Power usage indicator
var indicator = ChromeProvider.GetImage( powerCollection, "power-indicator");
var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (resources.PowerDrained / powerScaleBy);
var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (power.PowerDrained / powerScaleBy);
lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(powerDrainedTemp), powerDrainedTemp, .3f);
float2 powerDrainLevel = new float2(lastPowerDrainedPos.Value - indicator.size.X / 2, barStart.Y - 1);