Convert damage modifiers to integer percentages.
This commit is contained in:
@@ -100,16 +100,21 @@ namespace OpenRA.Traits
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public void InflictDamage(Actor self, Actor attacker, int damage, DamageWarhead warhead, bool ignoreModifiers)
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public void InflictDamage(Actor self, Actor attacker, int damage, DamageWarhead warhead, bool ignoreModifiers)
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{
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{
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if (IsDead) return; /* overkill! don't count extra hits as more kills! */
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// Overkill! don't count extra hits as more kills!
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if (IsDead)
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return;
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var oldState = this.DamageState;
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var oldState = this.DamageState;
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/* apply the damage modifiers, if we have any. */
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var modifier = self.TraitsImplementing<IDamageModifier>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
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.Select(t => t.GetDamageModifier(attacker, warhead)).Product();
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if (!ignoreModifiers)
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// Apply any damage modifiers
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damage = damage > 0 ? (int)(damage * modifier) : damage;
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if (!ignoreModifiers && damage > 0)
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{
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var modifiers = self.TraitsImplementing<IDamageModifier>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
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.Select(t => t.GetDamageModifier(attacker, warhead));
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damage = Util.ApplyPercentageModifiers(damage, modifiers);
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}
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hp = Exts.Clamp(hp - damage, 0, MaxHP);
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hp = Exts.Clamp(hp - damage, 0, MaxHP);
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@@ -155,7 +155,7 @@ namespace OpenRA.Traits
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}
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}
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public interface IRenderModifier { IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r); }
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public interface IRenderModifier { IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r); }
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public interface IDamageModifier { float GetDamageModifier(Actor attacker, DamageWarhead warhead); }
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public interface IDamageModifier { int GetDamageModifier(Actor attacker, DamageWarhead warhead); }
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public interface ISpeedModifier { decimal GetSpeedModifier(); }
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public interface ISpeedModifier { decimal GetSpeedModifier(); }
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public interface IFirepowerModifier { float GetFirepowerModifier(); }
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public interface IFirepowerModifier { float GetFirepowerModifier(); }
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public interface ILoadsPalettes { void LoadPalettes(WorldRenderer wr); }
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public interface ILoadsPalettes { void LoadPalettes(WorldRenderer wr); }
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@@ -138,5 +138,15 @@ namespace OpenRA.Traits
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var cells = target.Positions.Select(p => w.Map.CellContaining(p)).Distinct();
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var cells = target.Positions.Select(p => w.Map.CellContaining(p)).Distinct();
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return ExpandFootprint(cells, true);
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return ExpandFootprint(cells, true);
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}
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}
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public static int ApplyPercentageModifiers(int number, IEnumerable<int> percentages)
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{
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// See the comments of PR#6079 for a faster algorithm if this becomes a performance bottleneck
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var a = (decimal)number;
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foreach (var p in percentages)
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a *= p / 100m;
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return (int)a;
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}
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}
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}
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}
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}
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@@ -50,16 +50,17 @@ namespace OpenRA.Mods.RA.Activities
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if (target.Type != TargetType.Actor)
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if (target.Type != TargetType.Actor)
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return;
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return;
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// Invulnerable actors can't be demolished
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var modifier = (float)target.Actor.TraitsImplementing<IDamageModifier>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
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.Select(t => t.GetDamageModifier(self, null)).Product();
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var demolishable = target.Actor.TraitOrDefault<IDemolishable>();
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var demolishable = target.Actor.TraitOrDefault<IDemolishable>();
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if (demolishable == null || !demolishable.IsValidTarget(target.Actor, self))
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if (demolishable == null || !demolishable.IsValidTarget(target.Actor, self))
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return;
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return;
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if (modifier > 0)
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var modifiers = target.Actor.TraitsImplementing<IDamageModifier>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
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.Select(t => t.GetDamageModifier(self, null));
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if (Util.ApplyPercentageModifiers(100, modifiers) > 0)
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demolishable.Demolish(target.Actor, self);
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demolishable.Demolish(target.Actor, self);
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}));
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}));
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});
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});
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@@ -23,8 +23,8 @@ namespace OpenRA.Mods.RA
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public int CloseDelay = 125;
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public int CloseDelay = 125;
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public int DefaultFacing = 0;
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public int DefaultFacing = 0;
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[Desc("The factor damage received is multiplied by while this actor is closed.")]
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[Desc("The percentage of damage that is received while this actor is closed.")]
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public float ClosedDamageMultiplier = 0.5f;
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public int ClosedDamageMultiplier = 50;
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public override object Create(ActorInitializer init) { return new AttackPopupTurreted(init, this); }
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public override object Create(ActorInitializer init) { return new AttackPopupTurreted(init, this); }
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}
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}
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@@ -105,9 +105,9 @@ namespace OpenRA.Mods.RA
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}
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}
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}
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}
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public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
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public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
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{
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{
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return state == PopupState.Closed ? info.ClosedDamageMultiplier : 1f;
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return state == PopupState.Closed ? info.ClosedDamageMultiplier : 100;
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}
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}
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}
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}
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}
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}
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA
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public readonly float[] FirepowerModifier = { 1.1f, 1.15f, 1.2f, 1.5f };
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public readonly float[] FirepowerModifier = { 1.1f, 1.15f, 1.2f, 1.5f };
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public readonly string ArmorUpgrade = "armor";
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public readonly string ArmorUpgrade = "armor";
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public readonly float[] ArmorModifier = { 1.1f, 1.2f, 1.3f, 1.5f };
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public readonly int[] ArmorModifier = { 110, 120, 130, 150 };
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public readonly string SpeedUpgrade = "speed";
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public readonly string SpeedUpgrade = "speed";
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public readonly decimal[] SpeedModifier = { 1.1m, 1.15m, 1.2m, 1.5m };
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public readonly decimal[] SpeedModifier = { 1.1m, 1.15m, 1.2m, 1.5m };
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@@ -60,9 +60,9 @@ namespace OpenRA.Mods.RA
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speedLevel = (speedLevel + mod).Clamp(0, info.SpeedModifier.Length);
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speedLevel = (speedLevel + mod).Clamp(0, info.SpeedModifier.Length);
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}
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}
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public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
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public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
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{
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{
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return armorLevel > 0 ? 1 / info.ArmorModifier[armorLevel - 1] : 1;
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return armorLevel > 0 ? 1 / info.ArmorModifier[armorLevel - 1] : 100;
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}
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}
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public float GetFirepowerModifier()
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public float GetFirepowerModifier()
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@@ -18,6 +18,6 @@ namespace OpenRA.Mods.RA
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class Invulnerable : IDamageModifier
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class Invulnerable : IDamageModifier
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{
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{
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public float GetDamageModifier(Actor attacker, DamageWarhead warhead) { return 0.0f; }
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public int GetDamageModifier(Actor attacker, DamageWarhead warhead) { return 0; }
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}
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}
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}
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}
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@@ -28,9 +28,9 @@ namespace OpenRA.Mods.RA
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RemainingTicks--;
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RemainingTicks--;
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}
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}
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public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
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public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
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{
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{
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return (RemainingTicks > 0) ? 0.0f : 1.0f;
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return RemainingTicks > 0 ? 0 : 100;
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}
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}
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public void Activate(Actor self, int duration)
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public void Activate(Actor self, int duration)
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@@ -20,9 +20,9 @@ namespace OpenRA.Mods.RA
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{
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{
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public bool Invulnerable = false;
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public bool Invulnerable = false;
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public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
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public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
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{
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{
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return Invulnerable ? 0.0f : 1.0f;
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return Invulnerable ? 0 : 100;
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}
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}
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}
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}
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}
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}
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@@ -61,9 +61,9 @@ namespace OpenRA.Mods.RA
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LocalOffset = WVec.Zero;
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LocalOffset = WVec.Zero;
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}
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}
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public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
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public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
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{
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{
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return IsProne && warhead != null ? warhead.ProneModifier / 100f : 1f;
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return IsProne && warhead != null ? warhead.ProneModifier : 100;
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}
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}
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public decimal GetSpeedModifier()
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public decimal GetSpeedModifier()
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@@ -26,6 +26,12 @@ namespace OpenRA.Utility
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input = "{0}c{1}".F(cells, subcells);
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input = "{0}c{1}".F(cells, subcells);
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}
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}
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static void ConvertFloatArrayToPercentArray(ref string input)
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{
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input = string.Join(", ", input.Split(',')
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.Select(s => ((int)(float.Parse(s) * 100)).ToString()));
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}
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static void ConvertPxToRange(ref string input)
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static void ConvertPxToRange(ref string input)
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{
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{
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ConvertPxToRange(ref input, 1, 1);
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ConvertPxToRange(ref input, 1, 1);
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@@ -402,6 +408,16 @@ namespace OpenRA.Utility
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}
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}
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}
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}
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// Modifiers were changed to integer percentages
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if (engineVersion < 20140809)
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{
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if (depth == 2 && node.Key == "ClosedDamageMultiplier" && parentKey == "AttackPopupTurreted")
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ConvertFloatArrayToPercentArray(ref node.Value.Value);
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if (depth == 2 && node.Key == "ArmorModifier" && parentKey == "GainsStatUpgrades")
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ConvertFloatArrayToPercentArray(ref node.Value.Value);
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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}
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}
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