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OpenRA/OpenRA.Mods.Common/Traits/Power/Power.cs
let5sne.win10 9cf6ebb986
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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>
2026-01-10 21:46:54 +08:00

58 lines
1.9 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;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class PowerInfo : ConditionalTraitInfo
{
[Desc("If negative, it will drain power. If positive, it will provide power.")]
public readonly int Amount = 0;
public override object Create(ActorInitializer init) { return new Power(init.Self, this); }
}
public class Power : ConditionalTrait<PowerInfo>, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyOwnerChanged
{
readonly Lazy<IPowerModifier[]> powerModifiers;
public PowerManager PlayerPower { get; private set; }
public int GetEnabledPower()
{
return Util.ApplyPercentageModifiers(Info.Amount, powerModifiers.Value.Select(m => m.GetPowerModifier()));
}
public Power(Actor self, PowerInfo info)
: base(info)
{
PlayerPower = self.Owner.PlayerActor.Trait<PowerManager>();
powerModifiers = Exts.Lazy(() => self.TraitsImplementing<IPowerModifier>().ToArray());
}
protected override void TraitEnabled(Actor self) { PlayerPower.UpdateActor(self); }
protected override void TraitDisabled(Actor self) { PlayerPower.UpdateActor(self); }
void INotifyAddedToWorld.AddedToWorld(Actor self) { PlayerPower.UpdateActor(self); }
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self) { PlayerPower.RemoveActor(self); }
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
PlayerPower.RemoveActor(self);
PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
PlayerPower.UpdateActor(self);
}
}
}