Added repair bonus for multiple players

More than one player can now contribute to repairing a building.
Base repair amount is multiplied by value of array
Players who can't afford to contribute are ignored
Repair indicator cycles between each player's color.
This commit is contained in:
Ishan Bhargava
2014-06-25 12:52:18 -07:00
committed by Paul Chote
parent 9e11e38005
commit 16df8322c6
2 changed files with 52 additions and 34 deletions

View File

@@ -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;
}