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