Make GivesBounty conditional.
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@@ -17,7 +17,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("When killed, this actor causes the attacking player to receive money.")]
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class GivesBountyInfo : ITraitInfo
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class GivesBountyInfo : ConditionalTraitInfo
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{
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[Desc("Percentage of the killed actor's Cost or CustomSellValue to be given.")]
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public readonly int Percentage = 10;
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@@ -35,22 +35,21 @@ namespace OpenRA.Mods.Common.Traits
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"Use an empty list (the default) to allow all DeathTypes.")]
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public readonly HashSet<string> DeathTypes = new HashSet<string>();
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public object Create(ActorInitializer init) { return new GivesBounty(init.Self, this); }
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public override object Create(ActorInitializer init) { return new GivesBounty(this); }
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}
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class GivesBounty : INotifyKilled, INotifyCreated
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class GivesBounty : ConditionalTrait<GivesBountyInfo>, INotifyKilled
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{
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readonly GivesBountyInfo info;
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GainsExperience gainsExp;
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Cargo cargo;
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public GivesBounty(Actor self, GivesBountyInfo info)
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{
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this.info = info;
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}
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public GivesBounty(GivesBountyInfo info)
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: base(info) { }
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void INotifyCreated.Created(Actor self)
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protected override void Created(Actor self)
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{
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base.Created(self);
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gainsExp = self.TraitOrDefault<GainsExperience>();
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cargo = self.TraitOrDefault<Cargo>();
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}
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@@ -62,13 +61,13 @@ namespace OpenRA.Mods.Common.Traits
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return 100;
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var slevel = gainsExp.Level;
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return (slevel > 0) ? slevel * info.LevelMod : 100;
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return (slevel > 0) ? slevel * Info.LevelMod : 100;
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}
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int GetBountyValue(Actor self)
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{
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// Divide by 10000 because of GetMultiplier and info.Percentage.
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return self.GetSellValue() * GetMultiplier() * info.Percentage / 10000;
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return self.GetSellValue() * GetMultiplier() * Info.Percentage / 10000;
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}
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int GetDisplayedBountyValue(Actor self)
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@@ -89,17 +88,17 @@ namespace OpenRA.Mods.Common.Traits
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void INotifyKilled.Killed(Actor self, AttackInfo e)
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{
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if (e.Attacker == null || e.Attacker.Disposed)
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if (e.Attacker == null || e.Attacker.Disposed || IsTraitDisabled)
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return;
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if (!info.ValidStances.HasStance(e.Attacker.Owner.Stances[self.Owner]))
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if (!Info.ValidStances.HasStance(e.Attacker.Owner.Stances[self.Owner]))
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return;
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if (info.DeathTypes.Count > 0 && !e.Damage.DamageTypes.Overlaps(info.DeathTypes))
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if (Info.DeathTypes.Count > 0 && !e.Damage.DamageTypes.Overlaps(Info.DeathTypes))
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return;
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var displayedBounty = GetDisplayedBountyValue(self);
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if (info.ShowBounty && self.IsInWorld && displayedBounty > 0 && e.Attacker.Owner.IsAlliedWith(self.World.RenderPlayer))
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if (Info.ShowBounty && self.IsInWorld && displayedBounty > 0 && e.Attacker.Owner.IsAlliedWith(self.World.RenderPlayer))
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e.Attacker.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, e.Attacker.Owner.Color.RGB, FloatingText.FormatCashTick(displayedBounty), 30)));
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e.Attacker.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(GetBountyValue(self));
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