Skip to content

Commit

Permalink
Made PowerManager optional for traits who do not require it.
Browse files Browse the repository at this point in the history
  • Loading branch information
IceReaper authored and pchote committed Jul 26, 2018
1 parent dcf9320 commit 81e1b39
Show file tree
Hide file tree
Showing 6 changed files with 38 additions and 26 deletions.
6 changes: 3 additions & 3 deletions OpenRA.Mods.Common/AI/BaseBuilder.cs
Original file line number Diff line number Diff line change
Expand Up @@ -199,7 +199,7 @@ ActorInfo GetProducibleBuilding(HashSet<string> actors, IEnumerable<ActorInfo> b

bool HasSufficientPowerForActor(ActorInfo actorInfo)
{
return (actorInfo.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault)
return playerPower == null || (actorInfo.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault)
.Sum(p => p.Amount) + playerPower.ExcessPower) >= minimumExcessPower;
}

Expand All @@ -212,7 +212,7 @@ ActorInfo ChooseBuildingToBuild(ProductionQueue queue)
a => a.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault).Sum(p => p.Amount));

// First priority is to get out of a low power situation
if (playerPower.ExcessPower < minimumExcessPower)
if (playerPower != null && playerPower.ExcessPower < minimumExcessPower)
{
if (power != null && power.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault).Sum(p => p.Amount) > 0)
{
Expand Down Expand Up @@ -318,7 +318,7 @@ ActorInfo ChooseBuildingToBuild(ProductionQueue queue)

// Will this put us into low power?
var actor = world.Map.Rules.Actors[name];
if (playerPower.ExcessPower < minimumExcessPower || !HasSufficientPowerForActor(actor))
if (playerPower != null && (playerPower.ExcessPower < minimumExcessPower || !HasSufficientPowerForActor(actor)))
{
// Try building a power plant instead
if (power != null && power.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault).Sum(pi => pi.Amount) > 0)
Expand Down
2 changes: 1 addition & 1 deletion OpenRA.Mods.Common/AI/HackyAI.cs
Original file line number Diff line number Diff line change
Expand Up @@ -330,7 +330,7 @@ public void Activate(Player p)
{
Player = p;
IsEnabled = true;
playerPower = p.PlayerActor.Trait<PowerManager>();
playerPower = p.PlayerActor.TraitOrDefault<PowerManager>();
playerResource = p.PlayerActor.Trait<PlayerResources>();

harvManager = new AIHarvesterManager(this, p);
Expand Down
2 changes: 1 addition & 1 deletion OpenRA.Mods.Common/Traits/Player/ClassicProductionQueue.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Attach this to the player actor (not a building!) to define a new shared build queue.",
"Will only work together with the Production: trait on the actor that actually does the production.",
"You will also want to add PrimaryBuildings: to let the user choose where new units should exit.")]
public class ClassicProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PowerManagerInfo>, Requires<PlayerResourcesInfo>
public class ClassicProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PlayerResourcesInfo>
{
[Desc("If you build more actors of the same type,", "the same queue will get its build time lowered for every actor produced there.")]
public readonly bool SpeedUp = false;
Expand Down
12 changes: 8 additions & 4 deletions OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs
Original file line number Diff line number Diff line change
Expand Up @@ -121,7 +121,6 @@ public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueue
self = init.Self;
Info = info;
playerResources = playerActor.Trait<PlayerResources>();
playerPower = playerActor.Trait<PowerManager>();
developerMode = playerActor.Trait<DeveloperMode>();

Faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
Expand All @@ -135,6 +134,11 @@ public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueue

void INotifyCreated.Created(Actor self)
{
// Special case handling is required for the Player actor.
// Created is called before Player.PlayerActor is assigned,
// so we must query other player traits from self, knowing that
// it refers to the same actor as self.Owner.PlayerActor
playerPower = (self.Info.Name == "player" ? self : self.Owner.PlayerActor).TraitOrDefault<PowerManager>();
productionTraits = self.TraitsImplementing<Production>().ToArray();
}

Expand All @@ -152,7 +156,7 @@ void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newO
{
ClearQueue();

playerPower = newOwner.PlayerActor.Trait<PowerManager>();
playerPower = newOwner.PlayerActor.TraitOrDefault<PowerManager>();
playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
developerMode = newOwner.PlayerActor.Trait<DeveloperMode>();

Expand Down Expand Up @@ -522,7 +526,7 @@ public int RemainingTimeActual
{
get
{
return (pm.PowerState == PowerState.Normal) ? RemainingTime :
return (pm == null || pm.PowerState == PowerState.Normal) ? RemainingTime :
RemainingTime * Queue.Info.LowPowerSlowdown;
}
}
Expand Down Expand Up @@ -570,7 +574,7 @@ public void Tick(PlayerResources pr)
if (Paused)
return;

if (pm.PowerState != PowerState.Normal)
if (pm != null && pm.PowerState != PowerState.Normal)
{
if (--Slowdown <= 0)
Slowdown = Queue.Info.LowPowerSlowdown;
Expand Down
11 changes: 7 additions & 4 deletions OpenRA.Mods.Common/Widgets/Logic/Ingame/ObserverStatsLogic.cs
Original file line number Diff line number Diff line change
Expand Up @@ -255,10 +255,13 @@ ScrollItemWidget BasicStats(Player player)
template.Get<LabelWidget>("CASH").GetText = () => "$" + (res.Cash + res.Resources);
template.Get<LabelWidget>("EARNED_MIN").GetText = () => AverageEarnedPerMinute(res.Earned);

var powerRes = player.PlayerActor.Trait<PowerManager>();
var power = template.Get<LabelWidget>("POWER");
power.GetText = () => powerRes.PowerDrained + "/" + powerRes.PowerProvided;
power.GetColor = () => GetPowerColor(powerRes.PowerState);
var powerRes = player.PlayerActor.TraitOrDefault<PowerManager>();
if (powerRes != null)
{
var power = template.Get<LabelWidget>("POWER");
power.GetText = () => powerRes.PowerDrained + "/" + powerRes.PowerProvided;
power.GetColor = () => GetPowerColor(powerRes.PowerState);
}

var stats = player.PlayerActor.TraitOrDefault<PlayerStatistics>();
if (stats == null) return template;
Expand Down
31 changes: 18 additions & 13 deletions OpenRA.Mods.Common/Widgets/Logic/Ingame/ProductionTooltipLogic.cs
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@ public ProductionTooltipLogic(Widget widget, TooltipContainerWidget tooltipConta
{
var world = player.World;
var mapRules = world.Map.Rules;
var pm = player.PlayerActor.Trait<PowerManager>();
var pm = player.PlayerActor.TraitOrDefault<PowerManager>();
var pr = player.PlayerActor.Trait<PlayerResources>();

widget.IsVisible = () => getTooltipIcon() != null && getTooltipIcon().Actor != null;
Expand All @@ -51,7 +51,7 @@ public ProductionTooltipLogic(Widget widget, TooltipContainerWidget tooltipConta

ActorInfo lastActor = null;
Hotkey lastHotkey = Hotkey.Invalid;
var lastPowerState = pm.PowerState;
var lastPowerState = pm == null ? PowerState.Normal : pm.PowerState;

tooltipContainer.BeforeRender = () =>
{
Expand All @@ -64,7 +64,7 @@ public ProductionTooltipLogic(Widget widget, TooltipContainerWidget tooltipConta
return;
var hotkey = tooltipIcon.Hotkey != null ? tooltipIcon.Hotkey.GetValue() : Hotkey.Invalid;
if (actor == lastActor && hotkey == lastHotkey && pm.PowerState == lastPowerState)
if (actor == lastActor && hotkey == lastHotkey && (pm == null || pm.PowerState == lastPowerState))
return;
var tooltip = actor.TraitInfos<TooltipInfo>().FirstOrDefault(info => info.EnabledByDefault);
Expand Down Expand Up @@ -92,19 +92,23 @@ public ProductionTooltipLogic(Widget widget, TooltipContainerWidget tooltipConta
requiresLabel.Text = prereqs.Any() ? requiresFormat.F(prereqs.JoinWith(", ")) : "";
var requiresSize = requiresFont.Measure(requiresLabel.Text);
var power = actor.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault).Sum(i => i.Amount);
powerLabel.Text = power.ToString();
powerLabel.GetColor = () => ((pm.PowerProvided - pm.PowerDrained) >= -power || power > 0)
? Color.White : Color.Red;
powerLabel.Visible = power != 0;
powerIcon.Visible = power != 0;
var powerSize = font.Measure(powerLabel.Text);
var powerSize = new int2(0, 0);
if (pm != null)
{
var power = actor.TraitInfos<PowerInfo>().Where(i => i.EnabledByDefault).Sum(i => i.Amount);
powerLabel.Text = power.ToString();
powerLabel.GetColor = () => ((pm.PowerProvided - pm.PowerDrained) >= -power || power > 0)
? Color.White : Color.Red;
powerLabel.Visible = power != 0;
powerIcon.Visible = power != 0;
powerSize = font.Measure(powerLabel.Text);
}
var buildTime = tooltipIcon.ProductionQueue == null ? 0 : tooltipIcon.ProductionQueue.GetBuildTime(actor, buildable);
var timeMultiplier = pm.PowerState != PowerState.Normal ? tooltipIcon.ProductionQueue.Info.LowPowerSlowdown : 1;
var timeMultiplier = pm != null && pm.PowerState != PowerState.Normal ? tooltipIcon.ProductionQueue.Info.LowPowerSlowdown : 1;
timeLabel.Text = formatBuildTime.Update(buildTime * timeMultiplier);
timeLabel.TextColor = (pm.PowerState != PowerState.Normal && tooltipIcon.ProductionQueue.Info.LowPowerSlowdown > 1) ? Color.Red : Color.White;
timeLabel.TextColor = (pm != null && pm.PowerState != PowerState.Normal && tooltipIcon.ProductionQueue.Info.LowPowerSlowdown > 1) ? Color.Red : Color.White;
var timeSize = font.Measure(timeLabel.Text);
costLabel.Text = cost.ToString();
Expand All @@ -127,7 +131,8 @@ public ProductionTooltipLogic(Widget widget, TooltipContainerWidget tooltipConta
lastActor = actor;
lastHotkey = hotkey;
lastPowerState = pm.PowerState;
if (pm != null)
lastPowerState = pm.PowerState;
};
}

Expand Down

0 comments on commit 81e1b39

Please sign in to comment.