Files
OpenRA/OpenRA.Mods.RA/ProductionBar.cs
Kenny f41fb32d60 Introducing per-player shrouds.
- Each player has their own shroud and their visibility does not extend outside of the shroud. 
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00

50 lines
1.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Drawing;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class ProductionBarInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new ProductionBar( init.self ); }
}
class ProductionBar : ISelectionBar
{
Actor self;
public ProductionBar(Actor self) { this.self = self; }
public float GetValue()
{
// only people we like should see our production status.
if (self.World.RenderedPlayer != null && self.Owner.Stances[self.World.RenderedPlayer] != Stance.Ally)
return 0;
var queue = self.TraitsImplementing<ProductionQueue>().FirstOrDefault(q => q.CurrentItem() != null);
if (queue == null)
{
var produces = self.Trait<Production>().Info.Produces;
queue = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => produces.Contains(q.Info.Type));
}
if (queue == null || queue.CurrentItem() == null)
return 0f;
return 1 - (float)queue.CurrentItem().RemainingCost / queue.CurrentItem().TotalCost;
}
public Color GetColor() { return Color.SkyBlue; }
}
}