Files
OpenRA/OpenRA.Mods.Common/Traits/Power/Player/PowerManager.cs
2018-11-17 17:23:22 +00:00

184 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Attach this to the player actor.")]
public class PowerManagerInfo : ITraitInfo, Requires<DeveloperModeInfo>
{
public readonly int AdviceInterval = 250;
[NotificationReference("Speech")]
public readonly string SpeechNotification = null;
public object Create(ActorInitializer init) { return new PowerManager(init.Self, this); }
}
public class PowerManager : INotifyCreated, ITick, ISync, IResolveOrder
{
readonly Actor self;
readonly PowerManagerInfo info;
readonly DeveloperMode devMode;
readonly Dictionary<Actor, int> powerDrain = new Dictionary<Actor, int>();
[Sync] int totalProvided;
public int PowerProvided { get { return totalProvided; } }
[Sync] int totalDrained;
public int PowerDrained { get { return totalDrained; } }
public int ExcessPower { get { return totalProvided - totalDrained; } }
public int PowerOutageRemainingTicks { get; private set; }
public int PowerOutageTotalTicks { get; private set; }
int nextPowerAdviceTime = 0;
bool isLowPower = false;
bool wasLowPower = false;
bool wasHackEnabled;
public PowerManager(Actor self, PowerManagerInfo info)
{
this.self = self;
this.info = info;
devMode = self.Trait<DeveloperMode>();
wasHackEnabled = devMode.UnlimitedPower;
}
void INotifyCreated.Created(Actor self)
{
// Map placed actors will query an inconsistent power state when they are created
// (it will depend on the order that they are spawned by the world)
// Tell them to query the correct state once the world has been fully created
self.World.AddFrameEndTask(w => UpdatePowerRequiringActors());
}
public void UpdateActor(Actor a)
{
int old;
powerDrain.TryGetValue(a, out old); // old is 0 if a is not in powerDrain
var amount = a.TraitsImplementing<Power>().Where(t => !t.IsTraitDisabled).Sum(p => p.GetEnabledPower());
powerDrain[a] = amount;
if (amount == old || devMode.UnlimitedPower)
return;
if (old > 0)
totalProvided -= old;
else if (old < 0)
totalDrained += old;
if (amount > 0)
totalProvided += amount;
else if (amount < 0)
totalDrained -= amount;
}
public void RemoveActor(Actor a)
{
int amount;
if (!powerDrain.TryGetValue(a, out amount))
return;
powerDrain.Remove(a);
if (devMode.UnlimitedPower)
return;
if (amount > 0)
totalProvided -= amount;
else if (amount < 0)
totalDrained += amount;
}
void ITick.Tick(Actor self)
{
if (wasHackEnabled != devMode.UnlimitedPower)
{
totalProvided = 0;
totalDrained = 0;
if (!devMode.UnlimitedPower)
foreach (var kv in powerDrain)
if (kv.Value > 0)
totalProvided += kv.Value;
else if (kv.Value < 0)
totalDrained -= kv.Value;
wasHackEnabled = devMode.UnlimitedPower;
}
isLowPower = ExcessPower < 0;
if (isLowPower != wasLowPower)
UpdatePowerRequiringActors();
if (isLowPower && !wasLowPower)
nextPowerAdviceTime = 0;
wasLowPower = isLowPower;
if (--nextPowerAdviceTime <= 0)
{
if (isLowPower)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.SpeechNotification, self.Owner.Faction.InternalName);
nextPowerAdviceTime = info.AdviceInterval;
}
if (PowerOutageRemainingTicks > 0 && --PowerOutageRemainingTicks == 0)
UpdatePowerOutageActors();
}
public PowerState PowerState
{
get
{
if (PowerProvided >= PowerDrained) return PowerState.Normal;
if (PowerProvided > PowerDrained / 2) return PowerState.Low;
return PowerState.Critical;
}
}
public void TriggerPowerOutage(int totalTicks)
{
PowerOutageTotalTicks = PowerOutageRemainingTicks = totalTicks;
UpdatePowerOutageActors();
}
void UpdatePowerOutageActors()
{
var traitPairs = self.World.ActorsWithTrait<AffectedByPowerOutage>()
.Where(p => !p.Actor.IsDead && p.Actor.IsInWorld && p.Actor.Owner == self.Owner);
foreach (var p in traitPairs)
p.Trait.UpdateStatus(p.Actor);
}
void UpdatePowerRequiringActors()
{
var traitPairs = self.World.ActorsWithTrait<INotifyPowerLevelChanged>()
.Where(p => !p.Actor.IsDead && p.Actor.IsInWorld && p.Actor.Owner == self.Owner);
foreach (var p in traitPairs)
p.Trait.PowerLevelChanged(p.Actor);
}
void IResolveOrder.ResolveOrder(Actor self, Order order)
{
if (devMode.Enabled && order.OrderString == "PowerOutage")
TriggerPowerOutage((int)order.ExtraData);
}
}
}