Files
OpenRA/OpenRA.Game/Traits/SupportPower.cs
2010-05-16 22:15:41 +12:00

162 lines
4.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Linq;
namespace OpenRA.Traits
{
public abstract class SupportPowerInfo : ITraitInfo
{
public readonly bool RequiresPower = true;
public readonly bool OneShot = false;
public readonly float ChargeTime = 0;
public readonly string Image = null;
public readonly string Description = "";
public readonly string LongDesc = "";
public readonly string[] Prerequisites = { };
public readonly int TechLevel = -1;
public readonly bool GivenAuto = true;
public readonly string OrderName;
public readonly string BeginChargeSound = null;
public readonly string EndChargeSound = null;
public readonly string SelectTargetSound = null;
public readonly string LaunchSound = null;
public abstract object Create(Actor self);
public SupportPowerInfo() { OrderName = GetType().Name + "Order"; }
}
public class SupportPower : ITick
{
public readonly SupportPowerInfo Info;
public int RemainingTime { get; private set; }
public int TotalTime { get { return (int)(Info.ChargeTime * 60 * 25); } }
public bool IsUsed;
public bool IsAvailable;
public bool IsReady { get { return IsAvailable && RemainingTime == 0; } }
public readonly Player Owner;
bool notifiedCharging;
bool notifiedReady;
public SupportPower(Actor self, SupportPowerInfo info)
{
Info = info;
RemainingTime = TotalTime;
Owner = self.Owner;
}
public void Tick(Actor self)
{
if (Info.OneShot && IsUsed)
return;
var buildings = Rules.TechTree.GatherBuildings(self.Owner);
var effectivePrereq = Info.Prerequisites
.Select(a => a.ToLowerInvariant())
.Where(a => Rules.Info[a].Traits.Get<BuildableInfo>().Owner.Contains(self.Owner.Country.Race));
if (Info.GivenAuto)
{
IsAvailable = Info.TechLevel > -1
&& effectivePrereq.Any()
&& effectivePrereq.All(a => buildings[a].Count > 0);
}
if (IsAvailable && (!Info.RequiresPower || IsPowered()))
{
if (RemainingTime > 0) --RemainingTime;
if (!notifiedCharging)
{
Sound.PlayToPlayer(Owner, Info.BeginChargeSound);
OnBeginCharging();
notifiedCharging = true;
}
}
if (RemainingTime == 0
&& !notifiedReady)
{
Sound.PlayToPlayer(Owner, Info.EndChargeSound);
OnFinishCharging();
notifiedReady = true;
}
}
bool IsPowered()
{
var buildings = Rules.TechTree.GatherBuildings(Owner);
var effectivePrereq = Info.Prerequisites
.Select(a => a.ToLowerInvariant())
.Where(a => Rules.Info[a].Traits.Get<BuildableInfo>().Owner.Contains(Owner.Country.Race));
if (Info.Prerequisites.Count() == 0)
return Owner.PlayerActor.traits.Get<PlayerResources>().GetPowerState() == PowerState.Normal;
return effectivePrereq.Any() &&
effectivePrereq.All(a => buildings[a].Any(b => !b.traits.Get<Building>().Disabled));
}
public void FinishActivate()
{
if (Info.OneShot)
{
IsUsed = true;
IsAvailable = false;
}
RemainingTime = TotalTime;
notifiedReady = false;
notifiedCharging = false;
}
public void Give(float charge)
{
IsAvailable = true;
IsUsed = false;
RemainingTime = (int)(charge * TotalTime);
}
protected virtual void OnBeginCharging() { }
protected virtual void OnFinishCharging() { }
protected virtual void OnActivate() { }
public void Activate()
{
if (!IsAvailable || !IsReady)
{
Sound.Play("briefing.aud");
return;
}
if (Info.RequiresPower && !IsPowered())
{
Sound.Play("nopowr1.aud");
return;
}
Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
OnActivate();
}
}
}