Merge pull request #10488 from obrakmann/fix10451_printing_money_with_spies
Change guaranteed amount of stolen funds to spy's value
This commit is contained in:
@@ -2899,6 +2899,30 @@ namespace OpenRA.Mods.Common.UtilityCommands
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}
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}
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}
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}
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// Removed arbitrary defaults from InfiltrateForCash
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if (engineVersion < 20160118)
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{
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if (node.Key == "InfiltrateForCash")
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{
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if (!node.Value.Nodes.Any(n => n.Key == "Percentage"))
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node.Value.Nodes.Add(new MiniYamlNode("Percentage", "50"));
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if (!node.Value.Nodes.Any(n => n.Key == "Minimum"))
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node.Value.Nodes.Add(new MiniYamlNode("Minimum", "500"));
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var sound = node.Value.Nodes.FirstOrDefault(n => n.Key == "SoundToVictim");
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if (sound != null)
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{
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node.Value.Nodes.Remove(sound);
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Console.WriteLine("The 'SoundToVictim' property of the 'InfiltrateForCash' trait has been");
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Console.WriteLine("replaced with a 'Notification' property. Please add the sound file");
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Console.WriteLine("'{0}' to your mod's audio notification yaml and".F(sound.Value.Value));
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Console.WriteLine("update your mod's rules accordingly.");
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Console.WriteLine();
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}
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}
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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}
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}
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@@ -10,6 +10,7 @@
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using System;
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using System;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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namespace OpenRA.Mods.RA.Traits
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@@ -17,9 +18,15 @@ namespace OpenRA.Mods.RA.Traits
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[Desc("This structure can be infiltrated causing funds to be stolen.")]
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[Desc("This structure can be infiltrated causing funds to be stolen.")]
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class InfiltrateForCashInfo : ITraitInfo
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class InfiltrateForCashInfo : ITraitInfo
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{
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{
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public readonly int Percentage = 50;
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[Desc("Percentage of the victim's resources that will be stolen.")]
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public readonly int Minimum = 500;
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public readonly int Percentage = 100;
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public readonly string SoundToVictim = "credit1.aud";
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[Desc("Amount of guaranteed funds to claim when the victim does not have enough resources.",
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"When negative, the production price of the infiltrating actor will be used instead.")]
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public readonly int Minimum = -1;
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[Desc("Sound the victim will hear when they get robbed.")]
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public readonly string Notification = null;
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public object Create(ActorInitializer init) { return new InfiltrateForCash(this); }
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public object Create(ActorInitializer init) { return new InfiltrateForCash(this); }
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}
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}
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@@ -34,14 +41,16 @@ namespace OpenRA.Mods.RA.Traits
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{
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{
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var targetResources = self.Owner.PlayerActor.Trait<PlayerResources>();
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var targetResources = self.Owner.PlayerActor.Trait<PlayerResources>();
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var spyResources = infiltrator.Owner.PlayerActor.Trait<PlayerResources>();
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var spyResources = infiltrator.Owner.PlayerActor.Trait<PlayerResources>();
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var spyValue = infiltrator.Info.TraitInfoOrDefault<ValuedInfo>();
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var toTake = (targetResources.Cash + targetResources.Resources) * info.Percentage / 100;
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var toTake = (targetResources.Cash + targetResources.Resources) * info.Percentage / 100;
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var toGive = Math.Max(toTake, info.Minimum);
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var toGive = Math.Max(toTake, info.Minimum >= 0 ? info.Minimum : spyValue != null ? spyValue.Cost : 0);
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targetResources.TakeCash(toTake);
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targetResources.TakeCash(toTake);
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spyResources.GiveCash(toGive);
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spyResources.GiveCash(toGive);
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Game.Sound.PlayToPlayer(self.Owner, info.SoundToVictim);
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if (info.Notification != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.Notification, self.Owner.Faction.InternalName);
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self.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, infiltrator.Owner.Color.RGB, FloatingText.FormatCashTick(toGive), 30)));
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self.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, infiltrator.Owner.Color.RGB, FloatingText.FormatCashTick(toGive), 30)));
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}
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}
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@@ -998,8 +998,7 @@ PROC:
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Facing: 64
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Facing: 64
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InfiltrateForCash:
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InfiltrateForCash:
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Percentage: 50
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Percentage: 50
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Minimum: 500
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Notification: CreditsStolen
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SoundToVictim: credit1.aud
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WithIdleOverlay@TOP:
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WithIdleOverlay@TOP:
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Sequence: idle-top
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Sequence: idle-top
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Power:
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Power:
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