Begin splitting power into its own trait; incomplete and non-working.
This commit is contained in:
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user