@@ -9,6 +9,9 @@
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.RA.Effects;
|
||||
using OpenRA.Traits;
|
||||
|
||||
@@ -20,6 +23,8 @@ namespace OpenRA.Mods.RA.Buildings
|
||||
public readonly int RepairPercent = 20;
|
||||
public readonly int RepairInterval = 24;
|
||||
public readonly int RepairStep = 7;
|
||||
public readonly int[] RepairBonuses = { 100, 150, 175, 200, 220, 240, 260, 280, 300 };
|
||||
|
||||
public readonly string IndicatorPalettePrefix = "player";
|
||||
|
||||
public object Create(ActorInitializer init) { return new RepairableBuilding(init.self, this); }
|
||||
@@ -27,7 +32,9 @@ namespace OpenRA.Mods.RA.Buildings
|
||||
|
||||
public class RepairableBuilding : ITick, ISync
|
||||
{
|
||||
[Sync] public Player Repairer = null;
|
||||
[Sync]
|
||||
public int RepairersHash { get { return Repairers.Aggregate(0, (code, player) => code ^ Sync.hash_player(player)); } }
|
||||
public List<Player> Repairers = new List<Player>();
|
||||
|
||||
Health Health;
|
||||
RepairableBuildingInfo Info;
|
||||
@@ -39,26 +46,21 @@ namespace OpenRA.Mods.RA.Buildings
|
||||
Info = info;
|
||||
}
|
||||
|
||||
public void RepairBuilding(Actor self, Player p)
|
||||
public void RepairBuilding(Actor self, Player player)
|
||||
{
|
||||
if (self.HasTrait<RepairableBuilding>())
|
||||
if (self.AppearsFriendlyTo(player.PlayerActor))
|
||||
{
|
||||
if (self.AppearsFriendlyTo(p.PlayerActor))
|
||||
// If the player won't affect the repair, we won't add him
|
||||
if (!Repairers.Remove(player) && Repairers.Count < Info.RepairBonuses.Length)
|
||||
{
|
||||
if (Repairer == p)
|
||||
Repairer = null;
|
||||
Repairers.Add(player);
|
||||
Sound.PlayNotification(self.World.Map.Rules, player, "Speech", "Repairing", self.Owner.Country.Race);
|
||||
|
||||
else
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
Repairer = p;
|
||||
Sound.PlayNotification(self.World.Map.Rules, Repairer, "Speech", "Repairing", self.Owner.Country.Race);
|
||||
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
if (!self.IsDead())
|
||||
w.Add(new RepairIndicator(self, Info.IndicatorPalettePrefix, p));
|
||||
});
|
||||
}
|
||||
if (!self.IsDead())
|
||||
w.Add(new RepairIndicator(self, Info.IndicatorPalettePrefix));
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -67,32 +69,39 @@ namespace OpenRA.Mods.RA.Buildings
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
if (Repairer == null) return;
|
||||
|
||||
if (remainingTicks == 0)
|
||||
{
|
||||
if (Repairer.WinState != WinState.Undefined || Repairer.Stances[self.Owner] != Stance.Ally)
|
||||
{
|
||||
Repairer = null;
|
||||
return;
|
||||
}
|
||||
Repairers = Repairers.Where(player => player.WinState == WinState.Undefined
|
||||
&& player.Stances[self.Owner] == Stance.Ally).ToList();
|
||||
|
||||
// If after the previous operation there's no repairers left, stop
|
||||
if (!Repairers.Any()) return;
|
||||
var buildingValue = self.GetSellValue();
|
||||
|
||||
// The cost is the same regardless of the amount of people repairing
|
||||
var hpToRepair = Math.Min(Info.RepairStep, Health.MaxHP - Health.HP);
|
||||
var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (Health.MaxHP * 100));
|
||||
RepairActive = Repairer.PlayerActor.Trait<PlayerResources>().TakeCash(cost);
|
||||
|
||||
// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
|
||||
var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost));
|
||||
|
||||
RepairActive = activePlayers > 0;
|
||||
|
||||
if (!RepairActive)
|
||||
{
|
||||
remainingTicks = 1;
|
||||
return;
|
||||
}
|
||||
|
||||
self.InflictDamage(self, -hpToRepair, null);
|
||||
// Bonus is applied after finding players who can pay
|
||||
|
||||
// activePlayers won't cause IndexOutOfRange because we capped the max amount of players
|
||||
// to the length of the array
|
||||
self.InflictDamage(self, -(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100), null);
|
||||
|
||||
if (Health.DamageState == DamageState.Undamaged)
|
||||
{
|
||||
Repairer = null;
|
||||
Repairers.Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Effects;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.RA.Buildings;
|
||||
@@ -18,27 +19,27 @@ namespace OpenRA.Mods.RA.Effects
|
||||
class RepairIndicator : IEffect
|
||||
{
|
||||
readonly Actor building;
|
||||
readonly Player player;
|
||||
readonly string palettePrefix;
|
||||
readonly Animation anim;
|
||||
readonly RepairableBuilding rb;
|
||||
int shownPlayer = 0;
|
||||
|
||||
public RepairIndicator(Actor building, string palettePrefix, Player player)
|
||||
public RepairIndicator(Actor building, string palettePrefix)
|
||||
{
|
||||
this.building = building;
|
||||
this.player = player;
|
||||
this.palettePrefix = palettePrefix;
|
||||
|
||||
rb = building.TraitOrDefault<RepairableBuilding>();
|
||||
anim = new Animation(building.World, "allyrepair");
|
||||
anim.Paused = () => !rb.RepairActive;
|
||||
anim.PlayRepeating("repair");
|
||||
|
||||
CycleRepairer();
|
||||
}
|
||||
|
||||
public void Tick(World world)
|
||||
{
|
||||
if (!building.IsInWorld || building.IsDead() ||
|
||||
rb == null || rb.Repairer == null || rb.Repairer != player)
|
||||
if (!building.IsInWorld || building.IsDead() ||
|
||||
rb == null || !rb.Repairers.Any())
|
||||
world.AddFrameEndTask(w => w.Remove(this));
|
||||
|
||||
anim.Tick();
|
||||
@@ -49,8 +50,16 @@ namespace OpenRA.Mods.RA.Effects
|
||||
if (building.Destroyed || wr.world.FogObscures(building))
|
||||
return SpriteRenderable.None;
|
||||
|
||||
return anim.Render(building.CenterPosition,
|
||||
wr.Palette(palettePrefix+player.InternalName));
|
||||
return anim.Render(building.CenterPosition,
|
||||
wr.Palette(palettePrefix + rb.Repairers[shownPlayer % rb.Repairers.Count].InternalName));
|
||||
}
|
||||
|
||||
void CycleRepairer()
|
||||
{
|
||||
anim.PlayThen("repair", CycleRepairer);
|
||||
|
||||
if (++shownPlayer == rb.Repairers.Count)
|
||||
shownPlayer = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user