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>
This commit is contained in:
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OpenRA.Mods.Common/Traits/Power/Player/PowerManager.cs
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OpenRA.Mods.Common/Traits/Power/Player/PowerManager.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.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Attach this to the player actor.")]
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public class PowerManagerInfo : TraitInfo, Requires<DeveloperModeInfo>
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{
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[Desc("Interval (in milliseconds) at which to warn the player of low power.")]
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public readonly int AdviceInterval = 10000;
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[Desc("The speech notification to play when the player is low power.")]
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[NotificationReference("Speech")]
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public readonly string SpeechNotification = null;
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[Desc("The text notification to display when the player is low power.")]
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[FluentReference(optional: true)]
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public readonly string TextNotification = null;
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public override object Create(ActorInitializer init) { return new PowerManager(init.Self, this); }
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}
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public class PowerManager : INotifyCreated, ITick, ISync, IResolveOrder
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{
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readonly Actor self;
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readonly PowerManagerInfo info;
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readonly DeveloperMode devMode;
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readonly Dictionary<Actor, int> powerDrain = [];
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[VerifySync]
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public int PowerProvided { get; private set; }
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[VerifySync]
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public int PowerDrained { get; private set; }
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public int ExcessPower => PowerProvided - PowerDrained;
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public int PowerOutageRemainingTicks { get; private set; }
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public int PowerOutageTotalTicks { get; private set; }
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public bool PlayLowPowerNotification { get; set; }
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long lastPowerAdviceTime;
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bool isLowPower;
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bool wasLowPower;
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bool wasHackEnabled;
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public PowerManager(Actor self, PowerManagerInfo info)
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{
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this.self = self;
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this.info = info;
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devMode = self.Trait<DeveloperMode>();
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wasHackEnabled = devMode.UnlimitedPower;
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PlayLowPowerNotification = info.AdviceInterval > 0;
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}
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void INotifyCreated.Created(Actor self)
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{
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// Map placed actors will query an inconsistent power state when they are created
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// (it will depend on the order that they are spawned by the world)
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// Tell them to query the correct state once the world has been fully created
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self.World.AddFrameEndTask(_ => UpdatePowerRequiringActors());
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}
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public void UpdateActor(Actor a)
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{
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// Do not add power from actors that are not in the world
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if (!a.IsInWorld)
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return;
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// Old is 0 if a is not in powerDrain
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powerDrain.TryGetValue(a, out var old);
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var amount = a.TraitsImplementing<Power>().Where(t => !t.IsTraitDisabled).Sum(p => p.GetEnabledPower());
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powerDrain[a] = amount;
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if (amount == old || devMode.UnlimitedPower)
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return;
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if (old > 0)
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PowerProvided -= old;
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else if (old < 0)
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PowerDrained += old;
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if (amount > 0)
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PowerProvided += amount;
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else if (amount < 0)
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PowerDrained -= amount;
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UpdatePowerState();
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}
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public void RemoveActor(Actor a)
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{
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// Do not remove power from actors that are still in the world
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if (a.IsInWorld)
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return;
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if (!powerDrain.TryGetValue(a, out var amount))
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return;
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powerDrain.Remove(a);
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if (devMode.UnlimitedPower)
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return;
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if (amount > 0)
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PowerProvided -= amount;
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else if (amount < 0)
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PowerDrained += amount;
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UpdatePowerState();
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}
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void UpdatePowerState()
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{
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isLowPower = ExcessPower < 0;
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if (isLowPower != wasLowPower)
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UpdatePowerRequiringActors();
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// Force the notification to play immediately
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if (isLowPower && !wasLowPower)
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lastPowerAdviceTime = -info.AdviceInterval;
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wasLowPower = isLowPower;
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}
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void ITick.Tick(Actor self)
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{
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if (wasHackEnabled != devMode.UnlimitedPower)
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{
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PowerProvided = 0;
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PowerDrained = 0;
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if (!devMode.UnlimitedPower)
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{
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foreach (var kv in powerDrain)
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{
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if (kv.Value > 0)
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PowerProvided += kv.Value;
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else if (kv.Value < 0)
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PowerDrained -= kv.Value;
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}
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}
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wasHackEnabled = devMode.UnlimitedPower;
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UpdatePowerState();
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}
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if (PlayLowPowerNotification && isLowPower && Game.RunTime > lastPowerAdviceTime + info.AdviceInterval)
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{
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.SpeechNotification, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(self.Owner, info.TextNotification);
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lastPowerAdviceTime = Game.RunTime;
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}
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if (PowerOutageRemainingTicks > 0 && --PowerOutageRemainingTicks == 0)
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UpdatePowerOutageActors();
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}
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public PowerState PowerState
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{
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get
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{
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if (PowerProvided >= PowerDrained)
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return PowerState.Normal;
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if (PowerProvided > PowerDrained / 2)
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return PowerState.Low;
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return PowerState.Critical;
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}
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}
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public void TriggerPowerOutage(int totalTicks)
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{
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PowerOutageTotalTicks = PowerOutageRemainingTicks = totalTicks;
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UpdatePowerOutageActors();
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}
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void UpdatePowerOutageActors()
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{
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var traitPairs = self.World.ActorsWithTrait<AffectedByPowerOutage>()
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.Where(p => !p.Actor.IsDead && p.Actor.IsInWorld && p.Actor.Owner == self.Owner);
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foreach (var p in traitPairs)
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p.Trait.UpdateStatus(p.Actor);
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}
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void UpdatePowerRequiringActors()
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{
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var traitPairs = self.World.ActorsWithTrait<INotifyPowerLevelChanged>()
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.Where(p => !p.Actor.IsDead && p.Actor.IsInWorld && p.Actor.Owner == self.Owner);
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foreach (var p in traitPairs)
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p.Trait.PowerLevelChanged(p.Actor);
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (devMode.Enabled && order.OrderString == "PowerOutage")
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TriggerPowerOutage((int)order.ExtraData);
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}
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}
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}
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