Add a DeathTypes filter to GivesBounty
also: * Updates the documentation * Adds an option to disable the floating text
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@@ -9,29 +9,48 @@
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*/
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*/
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#endregion
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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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.Warheads;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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namespace OpenRA.Mods.Common.Traits
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{
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{
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[Desc("You get money for playing this actor.")]
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[Desc("When killed, this actor causes the attacking player to receive money.")]
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class GivesBountyInfo : TraitInfo<GivesBounty>
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class GivesBountyInfo : ITraitInfo
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{
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{
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[Desc("Calculated by Cost or CustomSellValue so they have to be set to avoid crashes.")]
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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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public readonly int Percentage = 10;
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[Desc("Higher ranked units give higher bounties.")]
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[Desc("Scale bounty based on the veterancy of the killed unit. The value is given in percent.")]
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public readonly int LevelMod = 125;
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public readonly int LevelMod = 125;
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[Desc("Destroying creeps and enemies is rewarded.")]
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[Desc("Stance the attacking player needs to receive the bounty.")]
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public readonly Stance[] Stances = { Stance.Neutral, Stance.Enemy };
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public readonly Stance[] Stances = { Stance.Neutral, Stance.Enemy };
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[Desc("Whether to show a floating text announcing the won bounty.")]
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public readonly bool ShowBounty = true;
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[Desc("DeathTypes for which a bounty should be granted.",
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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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}
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}
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class GivesBounty : INotifyKilled
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class GivesBounty : INotifyKilled
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{
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{
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static int GetMultiplier(Actor self)
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readonly GivesBountyInfo info;
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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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int GetMultiplier(Actor self)
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{
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{
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// returns 100's as 1, so as to keep accuracy for longer.
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// returns 100's as 1, so as to keep accuracy for longer.
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var info = self.Info.TraitInfo<GivesBountyInfo>();
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var gainsExp = self.TraitOrDefault<GainsExperience>();
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var gainsExp = self.TraitOrDefault<GainsExperience>();
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if (gainsExp == null)
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if (gainsExp == null)
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return 100;
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return 100;
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@@ -40,20 +59,24 @@ namespace OpenRA.Mods.Common.Traits
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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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}
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public void Killed(Actor self, AttackInfo e)
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void INotifyKilled.Killed(Actor self, AttackInfo e)
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{
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{
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var info = self.Info.TraitInfo<GivesBountyInfo>();
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if (e.Attacker == null || e.Attacker.Disposed)
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return;
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if (e.Attacker == null || e.Attacker.Disposed) return;
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if (!info.Stances.Contains(e.Attacker.Owner.Stances[self.Owner]))
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return;
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if (!info.Stances.Contains(e.Attacker.Owner.Stances[self.Owner])) return;
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var warhead = e.Warhead as DamageWarhead;
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if (info.DeathTypes.Count > 0 && warhead != null && !warhead.DamageTypes.Overlaps(info.DeathTypes))
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return;
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var cost = self.GetSellValue();
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var cost = self.GetSellValue();
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// 2 hundreds because of GetMultiplier and info.Percentage.
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// 2 hundreds because of GetMultiplier and info.Percentage.
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var bounty = cost * GetMultiplier(self) * info.Percentage / 10000;
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var bounty = cost * GetMultiplier(self) * info.Percentage / 10000;
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if (bounty > 0 && e.Attacker.Owner.IsAlliedWith(self.World.RenderPlayer))
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if (info.ShowBounty && bounty > 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(bounty), 30)));
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e.Attacker.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, e.Attacker.Owner.Color.RGB, FloatingText.FormatCashTick(bounty), 30)));
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e.Attacker.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(bounty);
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e.Attacker.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(bounty);
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