Add a DeathTypes filter to GivesBounty

also:

* Updates the documentation
* Adds an option to disable the floating text
This commit is contained in:
Oliver Brakmann
2016-06-19 22:25:54 +02:00
parent 526f851489
commit 41417c5ad2

View File

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