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62 changes: 46 additions & 16 deletions OpenRA.Mods.AS/Traits/BotModules/PowerDownBotASModule.cs
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2023 The OpenRA Developers (see AUTHORS)
* 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
Expand All @@ -18,30 +18,30 @@
namespace OpenRA.Mods.AS.Traits
{
[TraitLocation(SystemActors.Player)]
[Desc("Manages AI powerdown.")]
[Desc("Manages AI powerdown.",
"You need to use PowerMultiplier on toggle control only on related buildings, for calculation of this bot module")]
public class PowerDownBotASModuleInfo : ConditionalTraitInfo
{
[Desc("Delay (in ticks) between toggling powerdown.")]
public readonly int Interval = 150;

[Desc("Order string that used for powerdown.")]
public readonly string OrderName = "PowerDown";

public override object Create(ActorInitializer init) { return new PowerDownBotASModule(init.Self, this); }
}

public class PowerDownBotASModule : ConditionalTrait<PowerDownBotASModuleInfo>, IBotTick
public class PowerDownBotASModule : ConditionalTrait<PowerDownBotASModuleInfo>, IBotTick, IGameSaveTraitData
{
readonly World world;
readonly Player player;

PowerManager playerPower;
int toggleTick;

readonly Func<Actor, bool> isToggledBuildingsValid;

// We keep a list to track toggled buildings for performance.
List<BuildingPowerWrapper> toggledBuildings;
List<BuildingPowerWrapper> toggledBuildings = new List<BuildingPowerWrapper>();

class BuildingPowerWrapper
sealed class BuildingPowerWrapper
{
public int ExpectedPowerChanging;
public Actor Actor;
Expand All @@ -58,8 +58,8 @@ public PowerDownBotASModule(Actor self, PowerDownBotASModuleInfo info)
{
world = self.World;
player = self.Owner;
toggledBuildings = new List<BuildingPowerWrapper>();
isToggledBuildingsValid = a => a.Owner == self.Owner && !a.IsDead && a.IsInWorld;

isToggledBuildingsValid = a => a != null && a.Owner == self.Owner && !a.IsDead && a.IsInWorld;
}

protected override void Created(Actor self)
Expand All @@ -70,14 +70,13 @@ protected override void Created(Actor self)
protected override void TraitEnabled(Actor self)
{
toggleTick = world.LocalRandom.Next(Info.Interval);
toggledBuildings = new List<BuildingPowerWrapper>();
}

int GetTogglePowerChanging(Actor a)
static int GetTogglePowerChanging(Actor a)
{
var powerChangingIfToggled = 0;
var powerTraits = a.TraitsImplementing<Power>().Where(t => !t.IsTraitDisabled).ToArray();
if (powerTraits.Any())
if (powerTraits.Length > 0)
{
var powerMulTraits = a.TraitsImplementing<PowerMultiplier>().ToArray();
powerChangingIfToggled = powerTraits.Sum(p => p.Info.Amount) * (powerMulTraits.Sum(p => p.Info.Modifier) - 100) / 100;
Expand Down Expand Up @@ -154,11 +153,42 @@ void IBotTick.BotTick(IBot bot)
}

if (togglingBuildings.Count > 0)
{
bot.QueueOrder(new Order(Info.OrderName, null, false, groupedActors: togglingBuildings.ToArray()));
}
bot.QueueOrder(new Order("PowerDown", null, false, groupedActors: togglingBuildings.ToArray()));

toggleTick = Info.Interval;
}

List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
{
if (IsTraitDisabled)
return null;

var data = new List<MiniYamlNode>();
foreach (var tb in toggledBuildings.Where(td => isToggledBuildingsValid(td.Actor)))
data.Add(new MiniYamlNode(FieldSaver.FormatValue(tb.Actor.ActorID), FieldSaver.FormatValue(tb.ExpectedPowerChanging)));

return new List<MiniYamlNode>()
{
new MiniYamlNode("ToggledBuildings", new MiniYaml("", data))
};
}

void IGameSaveTraitData.ResolveTraitData(Actor self, List<MiniYamlNode> data)
{
if (self.World.IsReplay)
return;

var toggledBuildingsNode = data.FirstOrDefault(n => n.Key == "ToggledBuildings");
if (toggledBuildingsNode != null)
{
foreach (var n in toggledBuildingsNode.Value.Nodes)
{
var a = self.World.GetActorById(FieldLoader.GetValue<uint>(n.Key, n.Key));

if (isToggledBuildingsValid(a))
toggledBuildings.Add(new BuildingPowerWrapper(a, FieldLoader.GetValue<int>(n.Key, n.Value.Value)));
}
}
}
}
}