#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see .
*/
#endregion
using System.Linq;
namespace OpenRA.Traits
{
public abstract class SupportPowerInfo : ITraitInfo, ITraitPrerequisite
{
public readonly bool RequiresPower = true;
public readonly bool OneShot = false;
public readonly float ChargeTime = 0;
public readonly string Image = null;
public readonly string Description = "";
public readonly string LongDesc = "";
public readonly string[] Prerequisites = { };
public readonly int TechLevel = -1;
public readonly bool GivenAuto = true;
public readonly string OrderName;
public readonly string BeginChargeSound = null;
public readonly string EndChargeSound = null;
public readonly string SelectTargetSound = null;
public readonly string LaunchSound = null;
public abstract object Create(ActorInitializer init);
public SupportPowerInfo() { OrderName = GetType().Name + "Order"; }
}
public class SupportPower : ITick, ITechTreeElement
{
public readonly SupportPowerInfo Info;
public int RemainingTime { get; private set; }
public int TotalTime { get { return (int)(Info.ChargeTime * 60 * 25); } }
public bool IsUsed;
public bool IsAvailable;
public bool IsReady { get { return IsAvailable && RemainingTime == 0; } }
public readonly Player Owner;
bool notifiedCharging;
bool notifiedReady;
public SupportPower(Actor self, SupportPowerInfo info)
{
Info = info;
RemainingTime = TotalTime;
Owner = self.Owner;
self.traits.Get().Add( Info.Prerequisites.Select( a => Rules.Info[ a.ToLowerInvariant() ] ).ToList(), this );
}
public void Tick(Actor self)
{
if (Info.OneShot && IsUsed)
return;
if (Info.GivenAuto)
IsAvailable = Info.TechLevel > -1 && hasPrerequisites;
if (IsAvailable && (!Info.RequiresPower || IsPowered()))
{
if (RemainingTime > 0) --RemainingTime;
if (!notifiedCharging)
{
Sound.PlayToPlayer(Owner, Info.BeginChargeSound);
OnBeginCharging();
notifiedCharging = true;
}
}
if (RemainingTime == 0
&& !notifiedReady)
{
Sound.PlayToPlayer(Owner, Info.EndChargeSound);
OnFinishCharging();
notifiedReady = true;
}
}
bool IsPowered()
{
var buildings = Rules.TechTree.GatherBuildings(Owner);
var effectivePrereq = Info.Prerequisites
.Select(a => a.ToLowerInvariant())
.Where(a => Rules.Info[a].Traits.Get().Owner.Contains(Owner.Country.Race));
if (Info.Prerequisites.Count() == 0)
return Owner.PlayerActor.traits.Get().GetPowerState() == PowerState.Normal;
return effectivePrereq.Any() &&
effectivePrereq.All(a => buildings[a].Any(b => !b.traits.Get().Disabled));
}
public void FinishActivate()
{
if (Info.OneShot)
{
IsUsed = true;
IsAvailable = false;
}
RemainingTime = TotalTime;
notifiedReady = false;
notifiedCharging = false;
}
public void Give(float charge)
{
IsAvailable = true;
IsUsed = false;
RemainingTime = (int)(charge * TotalTime);
}
protected virtual void OnBeginCharging() { }
protected virtual void OnFinishCharging() { }
protected virtual void OnActivate() { }
public void Activate()
{
if (!IsAvailable || !IsReady)
return;
if (Info.RequiresPower && !IsPowered())
{
var eva = Owner.World.WorldActor.Info.Traits.Get();
Sound.Play(eva.AbilityInsufficientPower);
return;
}
Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
OnActivate();
}
bool hasPrerequisites;
public void Available()
{
hasPrerequisites = true;
}
public void Unavailable()
{
hasPrerequisites = false;
}
}
}