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:
committed by
Paul Chote
parent
9e11e38005
commit
16df8322c6
@@ -9,6 +9,9 @@
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#endregion
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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@@ -20,6 +23,8 @@ namespace OpenRA.Mods.RA.Buildings
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public readonly int RepairPercent = 20;
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public readonly int RepairInterval = 24;
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public readonly int RepairStep = 7;
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public readonly int[] RepairBonuses = { 100, 150, 175, 200, 220, 240, 260, 280, 300 };
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public readonly string IndicatorPalettePrefix = "player";
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public object Create(ActorInitializer init) { return new RepairableBuilding(init.self, this); }
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@@ -27,7 +32,9 @@ namespace OpenRA.Mods.RA.Buildings
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public class RepairableBuilding : ITick, ISync
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{
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[Sync] public Player Repairer = null;
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[Sync]
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public int RepairersHash { get { return Repairers.Aggregate(0, (code, player) => code ^ Sync.hash_player(player)); } }
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public List<Player> Repairers = new List<Player>();
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Health Health;
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RepairableBuildingInfo Info;
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@@ -39,26 +46,21 @@ namespace OpenRA.Mods.RA.Buildings
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Info = info;
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}
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public void RepairBuilding(Actor self, Player p)
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public void RepairBuilding(Actor self, Player player)
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{
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if (self.HasTrait<RepairableBuilding>())
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if (self.AppearsFriendlyTo(player.PlayerActor))
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{
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if (self.AppearsFriendlyTo(p.PlayerActor))
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// If the player won't affect the repair, we won't add him
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if (!Repairers.Remove(player) && Repairers.Count < Info.RepairBonuses.Length)
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{
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if (Repairer == p)
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Repairer = null;
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Repairers.Add(player);
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Sound.PlayNotification(self.World.Map.Rules, player, "Speech", "Repairing", self.Owner.Country.Race);
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else
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self.World.AddFrameEndTask(w =>
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{
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Repairer = p;
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Sound.PlayNotification(self.World.Map.Rules, Repairer, "Speech", "Repairing", self.Owner.Country.Race);
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self.World.AddFrameEndTask(w =>
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{
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if (!self.IsDead())
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w.Add(new RepairIndicator(self, Info.IndicatorPalettePrefix, p));
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});
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}
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if (!self.IsDead())
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w.Add(new RepairIndicator(self, Info.IndicatorPalettePrefix));
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});
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}
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}
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}
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@@ -67,32 +69,39 @@ namespace OpenRA.Mods.RA.Buildings
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public void Tick(Actor self)
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{
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if (Repairer == null) return;
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if (remainingTicks == 0)
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{
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if (Repairer.WinState != WinState.Undefined || Repairer.Stances[self.Owner] != Stance.Ally)
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{
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Repairer = null;
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return;
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}
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Repairers = Repairers.Where(player => player.WinState == WinState.Undefined
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&& player.Stances[self.Owner] == Stance.Ally).ToList();
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// If after the previous operation there's no repairers left, stop
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if (!Repairers.Any()) return;
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var buildingValue = self.GetSellValue();
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// The cost is the same regardless of the amount of people repairing
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var hpToRepair = Math.Min(Info.RepairStep, Health.MaxHP - Health.HP);
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var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (Health.MaxHP * 100));
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RepairActive = Repairer.PlayerActor.Trait<PlayerResources>().TakeCash(cost);
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// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
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var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost));
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RepairActive = activePlayers > 0;
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if (!RepairActive)
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{
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remainingTicks = 1;
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return;
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}
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self.InflictDamage(self, -hpToRepair, null);
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// Bonus is applied after finding players who can pay
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// activePlayers won't cause IndexOutOfRange because we capped the max amount of players
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// to the length of the array
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self.InflictDamage(self, -(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100), null);
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if (Health.DamageState == DamageState.Undamaged)
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{
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Repairer = null;
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Repairers.Clear();
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return;
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}
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