225 lines
5.8 KiB
C#
225 lines
5.8 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright (c) The OpenRA Developers and Contributors
|
|
* 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
|
|
{
|
|
[TraitLocation(SystemActors.Player)]
|
|
[Desc("Attach this to the player actor.")]
|
|
public class PowerManagerInfo : TraitInfo, Requires<DeveloperModeInfo>
|
|
{
|
|
[Desc("Interval (in milliseconds) at which to warn the player of low power.")]
|
|
public readonly int AdviceInterval = 10000;
|
|
|
|
[Desc("The speech notification to play when the player is low power.")]
|
|
[NotificationReference("Speech")]
|
|
public readonly string SpeechNotification = null;
|
|
|
|
[Desc("The text notification to display when the player is low power.")]
|
|
[FluentReference(optional: true)]
|
|
public readonly string TextNotification = null;
|
|
|
|
public override 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();
|
|
|
|
[Sync]
|
|
int totalProvided;
|
|
|
|
public int PowerProvided => totalProvided;
|
|
|
|
[Sync]
|
|
int totalDrained;
|
|
|
|
public int PowerDrained => totalDrained;
|
|
|
|
public int ExcessPower => totalProvided - totalDrained;
|
|
|
|
public int PowerOutageRemainingTicks { get; private set; }
|
|
public int PowerOutageTotalTicks { get; private set; }
|
|
public bool PlayLowPowerNotification { get; set; }
|
|
|
|
long lastPowerAdviceTime;
|
|
bool isLowPower;
|
|
bool wasLowPower;
|
|
bool wasHackEnabled;
|
|
|
|
public PowerManager(Actor self, PowerManagerInfo info)
|
|
{
|
|
this.self = self;
|
|
this.info = info;
|
|
|
|
devMode = self.Trait<DeveloperMode>();
|
|
wasHackEnabled = devMode.UnlimitedPower;
|
|
PlayLowPowerNotification = info.AdviceInterval > 0;
|
|
}
|
|
|
|
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(_ => UpdatePowerRequiringActors());
|
|
}
|
|
|
|
public void UpdateActor(Actor a)
|
|
{
|
|
// Do not add power from actors that are not in the world
|
|
if (!a.IsInWorld)
|
|
return;
|
|
|
|
// Old is 0 if a is not in powerDrain
|
|
powerDrain.TryGetValue(a, out var old);
|
|
|
|
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;
|
|
|
|
UpdatePowerState();
|
|
}
|
|
|
|
public void RemoveActor(Actor a)
|
|
{
|
|
// Do not remove power from actors that are still in the world
|
|
if (a.IsInWorld)
|
|
return;
|
|
|
|
if (!powerDrain.TryGetValue(a, out var amount))
|
|
return;
|
|
powerDrain.Remove(a);
|
|
|
|
if (devMode.UnlimitedPower)
|
|
return;
|
|
|
|
if (amount > 0)
|
|
totalProvided -= amount;
|
|
else if (amount < 0)
|
|
totalDrained += amount;
|
|
|
|
UpdatePowerState();
|
|
}
|
|
|
|
void UpdatePowerState()
|
|
{
|
|
isLowPower = ExcessPower < 0;
|
|
|
|
if (isLowPower != wasLowPower)
|
|
UpdatePowerRequiringActors();
|
|
|
|
// Force the notification to play immediately
|
|
if (isLowPower && !wasLowPower)
|
|
lastPowerAdviceTime = -info.AdviceInterval;
|
|
|
|
wasLowPower = isLowPower;
|
|
}
|
|
|
|
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;
|
|
UpdatePowerState();
|
|
}
|
|
|
|
if (PlayLowPowerNotification && isLowPower && Game.RunTime > lastPowerAdviceTime + info.AdviceInterval)
|
|
{
|
|
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.SpeechNotification, self.Owner.Faction.InternalName);
|
|
TextNotificationsManager.AddTransientLine(self.Owner, info.TextNotification);
|
|
|
|
lastPowerAdviceTime = Game.RunTime;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|