Files
OpenRA/OpenRA.Mods.Common/Traits/Power/Player/PowerManager.cs
2024-10-04 15:11:27 +03:00

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);
}
}
}