Add a per-player handicap option to the lobby.
Handicaps reduce unit health, firepower, and build speed.
This commit is contained in:
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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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 OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Modifies the damage applied to this actor based on the owner's handicap.")]
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public class HandicapDamageMultiplierInfo : TraitInfo
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{
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public override object Create(ActorInitializer init) { return new HandicapDamageMultiplier(init.Self); }
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}
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public class HandicapDamageMultiplier : IDamageModifier
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{
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readonly Actor self;
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public HandicapDamageMultiplier(Actor self)
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{
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this.self = self;
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}
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int IDamageModifier.GetDamageModifier(Actor attacker, Damage damage)
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{
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// Equivalent to the health handicap from C&C3:
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// 5% handicap = 95% health = 105% damage
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// 50% handicap = 50% health = 200% damage
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// 95% handicap = 5% health = 2000% damage
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return 10000 / (100 - self.Owner.Handicap);
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}
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}
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}
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@@ -0,0 +1,40 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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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 OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Modifies the damage applied by this actor based on the owner's handicap.")]
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public class HandicapFirepowerMultiplierInfo : TraitInfo
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{
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public override object Create(ActorInitializer init) { return new HandicapFirepowerMultiplier(init.Self); }
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}
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public class HandicapFirepowerMultiplier : IFirepowerModifier
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{
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readonly Actor self;
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public HandicapFirepowerMultiplier(Actor self)
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{
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this.self = self;
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}
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int IFirepowerModifier.GetFirepowerModifier()
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{
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// Equivalent to the firepower handicap from C&C3:
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// 5% handicap = 95% firepower
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// 50% handicap = 50% firepower
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// 95% handicap = 5% firepower
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return 100 - self.Owner.Handicap;
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}
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}
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}
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@@ -0,0 +1,32 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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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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[Desc("Modifies the production time of this actor based on the producer's handicap.")]
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public class HandicapProductionTimeMultiplierInfo : TraitInfo<HandicapProductionTimeMultiplier>, IProductionTimeModifierInfo
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{
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int IProductionTimeModifierInfo.GetProductionTimeModifier(TechTree techTree, string queue)
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{
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// Equivalent to the build speed handicap from C&C3:
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// 5% handicap = 105% build time
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// 50% handicap = 150% build time
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// 95% handicap = 195% build time
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return 100 + techTree.Owner.Handicap;
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}
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}
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public class HandicapProductionTimeMultiplier { }
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}
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@@ -106,6 +106,8 @@ namespace OpenRA.Mods.Common.Traits
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return ret;
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}
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public Player Owner { get { return player; } }
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class Watcher
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{
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public readonly string Key;
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@@ -64,6 +64,7 @@ namespace OpenRA.Mods.Common.Traits
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DisplayFactionId = clientFaction.InternalName,
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Color = client.Color,
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Team = client.Team,
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Handicap = client.Handicap,
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SpawnPoint = resolvedSpawnPoint,
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IsRandomFaction = clientFaction.RandomFactionMembers.Any(),
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IsRandomSpawnPoint = client.SpawnPoint == 0,
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