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 +9,7 @@
#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;
}
}
}