Files
OpenRA/OpenRA.Mods.RA/Power.cs
ScottNZ 692e3a9c88 Move Power out of Building and into its own trait
Conflicts:
	mods/ts/rules/structures.yaml
2014-08-03 18:53:51 +12:00

64 lines
1.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class PowerInfo : ITraitInfo
{
[Desc("If negative, it will drain power. If positive, it will provide power.")]
public readonly int Amount = 0;
[Desc("Scale power amount with the current health.")]
public readonly bool ScaleWithHealth = false;
public object Create(ActorInitializer init) { return new Power(init.self, this); }
}
public class Power : INotifyDamage, INotifyCapture
{
readonly PowerInfo info;
readonly Lazy<Health> health;
PowerManager playerPower;
public int CurrentPower
{
get
{
if (info.Amount <= 0 || health == null || !info.ScaleWithHealth)
return info.Amount;
return info.Amount * health.Value.HP / health.Value.MaxHP;
}
}
public Power(Actor self, PowerInfo info)
{
this.info = info;
health = Exts.Lazy(self.TraitOrDefault<Health>);
playerPower = self.Owner.PlayerActor.Trait<PowerManager>();
}
public void Damaged(Actor self, AttackInfo e)
{
if (info.ScaleWithHealth)
playerPower.UpdateActor(self, CurrentPower);
}
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
playerPower = newOwner.PlayerActor.Trait<PowerManager>();
}
}
}