Add GrantPrerequisiteChargeDrainPower and DrainPrerequisitePowerOnDamage.
These traits implement the Firestorm defense charge/drain logic.
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("Grants a prerequisite while discharging at a configurable rate.")]
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public class GrantPrerequisiteChargeDrainPowerInfo : SupportPowerInfo, ITechTreePrerequisiteInfo
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{
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[Desc("Rate at which the power discharges compared to charging")]
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public readonly int DischargeModifier = 300;
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[FieldLoader.Require]
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[Desc("The prerequisite type that this provides.")]
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public readonly string Prerequisite = null;
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[Translate]
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[Desc("Label to display over the support power icon and in its tooltip while the power is active.")]
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public readonly string ActiveText = "ACTIVE";
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[Translate]
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[Desc("Label to display over the support power icon and in its tooltip while the power is available but not active.")]
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public readonly string AvailableText = "READY";
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IEnumerable<string> ITechTreePrerequisiteInfo.Prerequisites(ActorInfo info)
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{
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yield return Prerequisite;
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}
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public override object Create(ActorInitializer init) { return new GrantPrerequisiteChargeDrainPower(init.Self, this); }
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}
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public class GrantPrerequisiteChargeDrainPower : SupportPower, ITechTreePrerequisite, INotifyOwnerChanged
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{
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readonly GrantPrerequisiteChargeDrainPowerInfo info;
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TechTree techTree;
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bool active;
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public GrantPrerequisiteChargeDrainPower(Actor self, GrantPrerequisiteChargeDrainPowerInfo info)
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: base(self, info)
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{
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this.info = info;
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}
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protected override void Created(Actor self)
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{
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// Special case handling is required for the Player actor.
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// Created is called before Player.PlayerActor is assigned,
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// so we must query other player traits from self, knowing that
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// it refers to the same actor as self.Owner.PlayerActor
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var playerActor = self.Info.Name == "player" ? self : self.Owner.PlayerActor;
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techTree = playerActor.Trait<TechTree>();
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base.Created(self);
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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techTree = newOwner.PlayerActor.Trait<TechTree>();
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active = false;
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}
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public override SupportPowerInstance CreateInstance(string key, SupportPowerManager manager)
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{
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return new DischargeableSupportPowerInstance(key, info, manager);
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}
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public void Activate(Actor self, SupportPowerInstance instance)
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{
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active = true;
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techTree.ActorChanged(self);
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}
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public void Deactivate(Actor self, SupportPowerInstance instance)
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{
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active = false;
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techTree.ActorChanged(self);
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}
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IEnumerable<string> ITechTreePrerequisite.ProvidesPrerequisites
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{
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get
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{
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if (!active)
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yield break;
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yield return info.Prerequisite;
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}
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}
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public class DischargeableSupportPowerInstance : SupportPowerInstance
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{
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// Whether the power is available to activate (even if not fully charged)
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bool available;
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// Whether the power is active right now
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// Note that this is fundamentally different to SupportPowerInstance.Active
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// which has a much closer meaning to available above.
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bool active;
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// Additional discharge rate accrued from damage
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int additionalDischargeSubTicks = 0;
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public DischargeableSupportPowerInstance(string key, GrantPrerequisiteChargeDrainPowerInfo info, SupportPowerManager manager)
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: base(key, info, manager) { }
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void Deactivate()
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{
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active = false;
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notifiedCharging = false;
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// Fully depleting the charge disables the power until it is again fully charged
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if (!Active || remainingSubTicks >= TotalTicks * 100)
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available = false;
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foreach (var p in Instances)
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((GrantPrerequisiteChargeDrainPower)p).Deactivate(p.Self, this);
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}
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public override void Tick()
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{
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var orig = remainingSubTicks;
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base.Tick();
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if (Ready)
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available = true;
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if (active && !Active)
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Deactivate();
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if (active)
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{
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remainingSubTicks = orig + ((GrantPrerequisiteChargeDrainPowerInfo)Info).DischargeModifier + additionalDischargeSubTicks;
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additionalDischargeSubTicks = 0;
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if (remainingSubTicks > TotalTicks * 100)
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{
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remainingSubTicks = TotalTicks * 100;
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Deactivate();
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}
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}
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}
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public void Discharge(int subTicks)
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{
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additionalDischargeSubTicks += subTicks;
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}
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public override void Target()
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{
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if (available && Active)
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Manager.Self.World.IssueOrder(new Order(Key, Manager.Self, false) { ExtraData = active ? 0U : 1U });
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}
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public override void Activate(Order order)
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{
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if (active && order.ExtraData == 0)
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{
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Deactivate();
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return;
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}
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if (!available || order.ExtraData != 1)
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return;
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var power = Instances.FirstOrDefault(i => !i.IsTraitPaused);
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if (power == null)
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return;
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active = true;
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// Only play the activation sound once!
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power.PlayLaunchSounds();
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foreach (var p in Instances)
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((GrantPrerequisiteChargeDrainPower)p).Activate(p.Self, this);
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}
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public override string IconOverlayTextOverride()
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{
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var info = Info as GrantPrerequisiteChargeDrainPowerInfo;
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if (info == null || !Active)
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return null;
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return active ? info.ActiveText : available ? info.AvailableText : null;
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}
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public override string TooltipTimeTextOverride()
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{
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var info = Info as GrantPrerequisiteChargeDrainPowerInfo;
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if (info == null || !Active)
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return null;
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return active ? info.ActiveText : available ? info.AvailableText : null;
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}
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}
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}
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}
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