Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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72
OpenRA.Mods.Common/Scripting/Properties/PowerProperties.cs
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72
OpenRA.Mods.Common/Scripting/Properties/PowerProperties.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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using PowerTrait = OpenRA.Mods.Common.Traits.Power;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptPropertyGroup("Power")]
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public class PlayerPowerProperties : ScriptPlayerProperties, Requires<PowerManagerInfo>
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{
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readonly PowerManager pm;
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public PlayerPowerProperties(ScriptContext context, Player player)
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: base(context, player)
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{
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pm = player.PlayerActor.Trait<PowerManager>();
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}
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[Desc("Returns the total of the power the player has.")]
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public int PowerProvided => pm.PowerProvided;
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[Desc("Returns the power used by the player.")]
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public int PowerDrained => pm.PowerDrained;
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[Desc("Returns the player's power state " +
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"(\"Normal\", \"Low\" or \"Critical\").")]
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public string PowerState => pm.PowerState.ToString();
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[Desc("Triggers low power for the chosen amount of ticks.")]
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public void TriggerPowerOutage(int ticks)
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{
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pm.TriggerPowerOutage(ticks);
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}
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[Desc("Whether the player should receive a notification when low on power.")]
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public bool PlayLowPowerNotification
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{
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get => pm.PlayLowPowerNotification;
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set => pm.PlayLowPowerNotification = value;
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}
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}
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[ScriptPropertyGroup("Power")]
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public class ActorPowerProperties : ScriptActorProperties, Requires<PowerInfo>
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{
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readonly PowerTrait[] power;
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public ActorPowerProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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power = self.TraitsImplementing<PowerTrait>().ToArray();
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}
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[Desc("Returns the power drained/provided by this actor.")]
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public int Power
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{
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get { return power.Sum(p => p.GetEnabledPower()); }
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}
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}
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}
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