Refactor building power-down and Invulnerable effect. Introduces render bugs on state change (effects appearing/dissapearing a frame too late)
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@@ -9,14 +9,16 @@ using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Traits
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{
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class Building : INotifyDamage, IOrder, ITick, IRenderModifier
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class Building : INotifyDamage, IOrder, ITick
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{
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readonly Actor self;
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public readonly BuildingInfo unitInfo;
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bool isRepairing = false;
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bool isPoweredDown = false;
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public bool IsPoweredDown { get { return isPoweredDown; } }
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bool isManuallyDisabled = false;
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bool wasManuallyDisabled = false;
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public bool ManuallyDisabled { get { return isManuallyDisabled; } }
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public bool Disabled { get { return (isManuallyDisabled || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal)); } }
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public Building(Actor self)
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{
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this.self = self;
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@@ -25,14 +27,9 @@ namespace OpenRa.Game.Traits
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* ((float2)self.Location + .5f * (float2)unitInfo.Dimensions);
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}
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public bool InsuffientPower()
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{
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return (isPoweredDown || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal));
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}
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public int GetPowerUsage()
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{
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if (isPoweredDown)
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if (isManuallyDisabled)
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return 0;
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if (unitInfo.Power > 0) /* todo: is this how real-ra scales it? */
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@@ -41,21 +38,6 @@ namespace OpenRa.Game.Traits
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return unitInfo.Power;
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}
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public Animation iconAnim;
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public IEnumerable<Renderable>
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ModifyRender(Actor self, IEnumerable<Renderable> rs)
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{
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if (!InsuffientPower())
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return rs;
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List<Renderable> nrs = new List<Renderable>(rs);
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foreach(var r in rs)
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{
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nrs.Add(r.WithPalette(PaletteType.Disabled));
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}
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return nrs;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageState == DamageState.Dead)
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@@ -82,9 +64,8 @@ namespace OpenRa.Game.Traits
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if (order.OrderString == "PowerDown")
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{
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isPoweredDown = !isPoweredDown;
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if (isPoweredDown) Game.world.AddFrameEndTask(w => w.Add(new PowerDownIndicator(self)));
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Sound.Play((isPoweredDown) ? "bleep12.aud" : "bleep11.aud");
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isManuallyDisabled = !isManuallyDisabled;
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Sound.Play((isManuallyDisabled) ? "bleep12.aud" : "bleep11.aud");
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}
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}
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@@ -92,6 +73,11 @@ namespace OpenRa.Game.Traits
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public void Tick(Actor self)
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{
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// If the disabled state has changed since the last frame
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if (Disabled ^ wasManuallyDisabled
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&& (wasManuallyDisabled = Disabled)) // Yes, I mean assignment
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Game.world.AddFrameEndTask(w => w.Add(new PowerDownIndicator(self)));
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if (!isRepairing) return;
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if (remainingTicks == 0)
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