New extendable mechanism for disabling units
This commit is contained in:
@@ -1,7 +1,10 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using OpenRa.Effects;
|
||||
using OpenRa.GameRules;
|
||||
using OpenRa.Traits.Activities;
|
||||
using OpenRa.Graphics;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace OpenRa.Traits
|
||||
{
|
||||
@@ -17,7 +20,6 @@ namespace OpenRa.Traits
|
||||
public class BuildingInfo : OwnedActorInfo, ITraitInfo
|
||||
{
|
||||
public readonly int Power = 0;
|
||||
public readonly bool RequiresPower = false;
|
||||
public readonly bool BaseNormal = true;
|
||||
public readonly int Adjacent = 2;
|
||||
public readonly bool Bib = false;
|
||||
@@ -31,25 +33,18 @@ namespace OpenRa.Traits
|
||||
public object Create(Actor self) { return new Building(self); }
|
||||
}
|
||||
|
||||
public class Building : INotifyDamage, IResolveOrder, ITick
|
||||
public class Building : INotifyDamage, IResolveOrder, ITick, IRenderModifier
|
||||
{
|
||||
readonly Actor self;
|
||||
public readonly BuildingInfo Info;
|
||||
[Sync]
|
||||
bool isRepairing = false;
|
||||
[Sync]
|
||||
bool manuallyDisabled = false;
|
||||
public bool ManuallyDisabled { get { return manuallyDisabled; } }
|
||||
|
||||
public bool Disabled
|
||||
{
|
||||
get
|
||||
{
|
||||
return (manuallyDisabled ||
|
||||
(Info.RequiresPower && self.Owner.GetPowerState() != PowerState.Normal));
|
||||
}
|
||||
get { return self.traits.WithInterface<IDisable>().Any(t => t.Disabled); }
|
||||
}
|
||||
bool wasDisabled = false;
|
||||
|
||||
|
||||
public Building(Actor self)
|
||||
{
|
||||
this.self = self;
|
||||
@@ -60,15 +55,17 @@ namespace OpenRa.Traits
|
||||
|
||||
public int GetPowerUsage()
|
||||
{
|
||||
if (manuallyDisabled)
|
||||
return 0;
|
||||
|
||||
var modifier = self.traits
|
||||
.WithInterface<IPowerModifier>()
|
||||
.Select(t => t.GetPowerModifier())
|
||||
.Product();
|
||||
|
||||
var maxHP = self.Info.Traits.Get<BuildingInfo>().HP;
|
||||
|
||||
if (Info.Power > 0)
|
||||
return (self.Health * Info.Power) / maxHP;
|
||||
return (int)(modifier*(self.Health * Info.Power) / maxHP);
|
||||
else
|
||||
return Info.Power;
|
||||
return (int)(modifier * Info.Power);
|
||||
}
|
||||
|
||||
public void Damaged(Actor self, AttackInfo e)
|
||||
@@ -89,23 +86,12 @@ namespace OpenRa.Traits
|
||||
{
|
||||
isRepairing = !isRepairing;
|
||||
}
|
||||
|
||||
if (order.OrderString == "PowerDown")
|
||||
{
|
||||
manuallyDisabled = !manuallyDisabled;
|
||||
Sound.Play((manuallyDisabled) ? "bleep12.aud" : "bleep11.aud");
|
||||
}
|
||||
}
|
||||
|
||||
int remainingTicks;
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
// If the disabled state has changed since the last frame
|
||||
if (Disabled ^ wasDisabled
|
||||
&& (wasDisabled = Disabled)) // Yes, I mean assignment
|
||||
self.World.AddFrameEndTask(w => w.Add(new PowerDownIndicator(self)));
|
||||
|
||||
if (!isRepairing) return;
|
||||
|
||||
if (remainingTicks == 0)
|
||||
@@ -132,5 +118,15 @@ namespace OpenRa.Traits
|
||||
else
|
||||
--remainingTicks;
|
||||
}
|
||||
|
||||
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
|
||||
{
|
||||
foreach (var a in r)
|
||||
{
|
||||
yield return a;
|
||||
if (Disabled)
|
||||
yield return a.WithPalette(PaletteType.Disabled);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user