130 lines
3.6 KiB
C#
130 lines
3.6 KiB
C#
using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits.Activities;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Effects;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Traits
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{
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class OwnedActorInfo
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{
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public readonly int HP = 0;
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public readonly ArmorType Armor = ArmorType.none;
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public readonly bool Crewed = false; // replace with trait?
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public readonly int InitialFacing = 128;
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}
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class BuildingInfo : OwnedActorInfo, ITraitInfo
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{
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public readonly int Power = 0;
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public readonly bool RequiresPower = false;
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public readonly bool BaseNormal = true;
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public readonly int Adjacent = 1;
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public readonly bool Bib = false;
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public readonly bool Capturable = false;
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public readonly bool Repairable = true;
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public readonly string Footprint = "x";
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public readonly string[] Produces = { }; // does this go somewhere else?
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public readonly int2 Dimensions = new int2(1, 1);
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public readonly bool WaterBound = false;
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public object Create(Actor self) { return new Building(self); }
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}
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class Building : INotifyDamage, IResolveOrder, ITick
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{
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readonly Actor self;
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public readonly LegacyBuildingInfo unitInfo;
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[Sync]
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bool isRepairing = false;
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[Sync]
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bool manuallyDisabled = false;
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public bool ManuallyDisabled { get { return manuallyDisabled; } }
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public bool Disabled { get { return (manuallyDisabled || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal)); } }
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bool wasDisabled = false;
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public Building(Actor self)
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{
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this.self = self;
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unitInfo = (LegacyBuildingInfo)self.LegacyInfo;
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self.CenterLocation = Game.CellSize
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* ((float2)self.Location + .5f * (float2)unitInfo.Dimensions);
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}
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public int GetPowerUsage()
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{
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if (manuallyDisabled)
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return 0;
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if (unitInfo.Power > 0) /* todo: is this how real-ra scales it? */
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return (self.Health * unitInfo.Power) / unitInfo.Strength;
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else
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return unitInfo.Power;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageState == DamageState.Dead)
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Sound.Play("kaboom22.aud");
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Sell")
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{
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self.CancelActivity();
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self.QueueActivity(new Sell());
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}
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if (order.OrderString == "Repair")
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{
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isRepairing = !isRepairing;
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}
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if (order.OrderString == "PowerDown")
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{
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manuallyDisabled = !manuallyDisabled;
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Sound.Play((manuallyDisabled) ? "bleep12.aud" : "bleep11.aud");
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}
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}
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int remainingTicks;
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public void Tick(Actor self)
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{
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// If the disabled state has changed since the last frame
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if (Disabled ^ wasDisabled
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&& (wasDisabled = Disabled)) // Yes, I mean assignment
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Game.world.AddFrameEndTask(w => w.Add(new PowerDownIndicator(self)));
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if (!isRepairing) return;
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if (remainingTicks == 0)
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{
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var costPerHp = (Rules.General.URepairPercent * self.LegacyInfo.Cost) / self.LegacyInfo.Strength;
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var hpToRepair = Math.Min(Rules.General.URepairStep, self.LegacyInfo.Strength - self.Health);
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var cost = (int)Math.Ceiling(costPerHp * hpToRepair);
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if (!self.Owner.TakeCash(cost))
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{
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remainingTicks = 1;
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return;
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}
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Game.world.AddFrameEndTask(w => w.Add(new RepairIndicator(self)));
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self.InflictDamage(self, -hpToRepair, Rules.WarheadInfo["Super"]);
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if (self.Health == self.LegacyInfo.Strength)
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{
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isRepairing = false;
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return;
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}
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remainingTicks = (int)(Rules.General.RepairRate * 60 * 25);
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}
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else
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--remainingTicks;
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}
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}
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}
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