Add a per-player handicap option to the lobby.

Handicaps reduce unit health, firepower, and build speed.
This commit is contained in:
Paul Chote
2020-12-30 15:17:44 +00:00
committed by reaperrr
parent c7c78eda80
commit 02a2624bcc
22 changed files with 346 additions and 0 deletions

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#region Copyright & License Information
/*
* Copyright 2007-2020 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
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Modifies the damage applied to this actor based on the owner's handicap.")]
public class HandicapDamageMultiplierInfo : TraitInfo
{
public override object Create(ActorInitializer init) { return new HandicapDamageMultiplier(init.Self); }
}
public class HandicapDamageMultiplier : IDamageModifier
{
readonly Actor self;
public HandicapDamageMultiplier(Actor self)
{
this.self = self;
}
int IDamageModifier.GetDamageModifier(Actor attacker, Damage damage)
{
// Equivalent to the health handicap from C&C3:
// 5% handicap = 95% health = 105% damage
// 50% handicap = 50% health = 200% damage
// 95% handicap = 5% health = 2000% damage
return 10000 / (100 - self.Owner.Handicap);
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2020 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
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Modifies the damage applied by this actor based on the owner's handicap.")]
public class HandicapFirepowerMultiplierInfo : TraitInfo
{
public override object Create(ActorInitializer init) { return new HandicapFirepowerMultiplier(init.Self); }
}
public class HandicapFirepowerMultiplier : IFirepowerModifier
{
readonly Actor self;
public HandicapFirepowerMultiplier(Actor self)
{
this.self = self;
}
int IFirepowerModifier.GetFirepowerModifier()
{
// Equivalent to the firepower handicap from C&C3:
// 5% handicap = 95% firepower
// 50% handicap = 50% firepower
// 95% handicap = 5% firepower
return 100 - self.Owner.Handicap;
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2020 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
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Modifies the production time of this actor based on the producer's handicap.")]
public class HandicapProductionTimeMultiplierInfo : TraitInfo<HandicapProductionTimeMultiplier>, IProductionTimeModifierInfo
{
int IProductionTimeModifierInfo.GetProductionTimeModifier(TechTree techTree, string queue)
{
// Equivalent to the build speed handicap from C&C3:
// 5% handicap = 105% build time
// 50% handicap = 150% build time
// 95% handicap = 195% build time
return 100 + techTree.Owner.Handicap;
}
}
public class HandicapProductionTimeMultiplier { }
}

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@@ -106,6 +106,8 @@ namespace OpenRA.Mods.Common.Traits
return ret;
}
public Player Owner { get { return player; } }
class Watcher
{
public readonly string Key;

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@@ -64,6 +64,7 @@ namespace OpenRA.Mods.Common.Traits
DisplayFactionId = clientFaction.InternalName,
Color = client.Color,
Team = client.Team,
Handicap = client.Handicap,
SpawnPoint = resolvedSpawnPoint,
IsRandomFaction = clientFaction.RandomFactionMembers.Any(),
IsRandomSpawnPoint = client.SpawnPoint == 0,