Files
OpenRA/OpenRa.Game/Traits/Building.cs

105 lines
2.7 KiB
C#

using OpenRa.Game.GameRules;
using OpenRa.Game.Traits.Activities;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.Effects;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
class Building : INotifyDamage, IResolveOrder, ITick
{
readonly Actor self;
public readonly BuildingInfo unitInfo;
[Sync]
bool isRepairing = false;
[Sync]
bool manuallyDisabled = false;
public bool ManuallyDisabled { get { return manuallyDisabled; } }
public bool Disabled { get { return (manuallyDisabled || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal)); } }
bool wasDisabled = false;
public Building(Actor self)
{
this.self = self;
unitInfo = (BuildingInfo)self.Info;
self.CenterLocation = Game.CellSize
* ((float2)self.Location + .5f * (float2)unitInfo.Dimensions);
}
public int GetPowerUsage()
{
if (manuallyDisabled)
return 0;
if (unitInfo.Power > 0) /* todo: is this how real-ra scales it? */
return (self.Health * unitInfo.Power) / unitInfo.Strength;
else
return unitInfo.Power;
}
public void Damaged(Actor self, AttackInfo e)
{
if (e.DamageState == DamageState.Dead)
Sound.Play("kaboom22.aud");
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Sell")
{
self.CancelActivity();
self.QueueActivity(new Sell());
}
if (order.OrderString == "Repair")
{
isRepairing = !isRepairing;
}
if (order.OrderString == "PowerDown")
{
manuallyDisabled = !manuallyDisabled;
Sound.Play((manuallyDisabled) ? "bleep12.aud" : "bleep11.aud");
}
}
int remainingTicks;
public void Tick(Actor self)
{
// If the disabled state has changed since the last frame
if (Disabled ^ wasDisabled
&& (wasDisabled = Disabled)) // Yes, I mean assignment
Game.world.AddFrameEndTask(w => w.Add(new PowerDownIndicator(self)));
if (!isRepairing) return;
if (remainingTicks == 0)
{
var costPerHp = (Rules.General.URepairPercent * self.Info.Cost) / self.Info.Strength;
var hpToRepair = Math.Min(Rules.General.URepairStep, self.Info.Strength - self.Health);
var cost = (int)Math.Ceiling(costPerHp * hpToRepair);
if (!self.Owner.TakeCash(cost))
{
remainingTicks = 1;
return;
}
Game.world.AddFrameEndTask(w => w.Add(new RepairIndicator(self)));
self.InflictDamage(self, -hpToRepair, Rules.WarheadInfo["Super"]);
if (self.Health == self.Info.Strength)
{
isRepairing = false;
return;
}
remainingTicks = (int)(Rules.General.RepairRate * 60 * 25);
}
else
--remainingTicks;
}
}
}