Files
OpenRA/OpenRA.Mods.RA/StoresResources.cs
RoosterDragon dc2e44da36 Change some Exts.MakeArray calls into Enumerable.Range.
Avoid creating some arrays where sequences will suffice.
2014-11-29 02:20:42 +00:00

69 lines
2.1 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.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Used for silos.")]
class StoresResourcesInfo : ITraitInfo
{
[Desc("Number of little squares used to display how filled unit is.")]
public readonly int PipCount = 0;
public readonly PipType PipColor = PipType.Yellow;
public readonly int Capacity = 0;
public object Create(ActorInitializer init) { return new StoresResources(init.self, this); }
}
class StoresResources : IPips, INotifyOwnerChanged, INotifyCapture, INotifyKilled, IExplodeModifier, IStoreResources, ISync
{
readonly StoresResourcesInfo Info;
[Sync] public int Stored { get { return Player.ResourceCapacity == 0 ? 0 : Info.Capacity * Player.Resources / Player.ResourceCapacity; } }
PlayerResources Player;
public StoresResources(Actor self, StoresResourcesInfo info)
{
Player = self.Owner.PlayerActor.Trait<PlayerResources>();
Info = info;
}
public int Capacity { get { return Info.Capacity; } }
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
Player = newOwner.PlayerActor.Trait<PlayerResources>();
}
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
var resources = Stored;
oldOwner.PlayerActor.Trait<PlayerResources>().TakeResources(resources);
newOwner.PlayerActor.Trait<PlayerResources>().GiveResources(resources);
}
public void Killed(Actor self, AttackInfo e)
{
Player.TakeResources(Stored); // lose the stored resources
}
public IEnumerable<PipType> GetPips(Actor self)
{
return Enumerable.Range(0, Info.PipCount).Select(i =>
Player.Resources * Info.PipCount > i * Player.ResourceCapacity
? Info.PipColor : PipType.Transparent);
}
public bool ShouldExplode(Actor self) { return Stored > 0; }
}
}