Made Armor upgradable
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@@ -13,10 +13,16 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Used to define weapon efficiency modifiers with different percentages per Type.")]
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public class ArmorInfo : TraitInfo<Armor>
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public class ArmorInfo : UpgradableTraitInfo
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{
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public readonly string Type = null;
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public override object Create(ActorInitializer init) { return new Armor(init.Self, this); }
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}
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public class Armor { }
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public class Armor : UpgradableTrait<ArmorInfo>
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{
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public Armor(Actor self, ArmorInfo info)
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: base(info) { }
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}
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}
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@@ -9,6 +9,7 @@
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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 OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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@@ -34,13 +35,13 @@ namespace OpenRA.Mods.Common.Warheads
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: new Dictionary<string, int>();
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}
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public int DamageVersus(ActorInfo victim)
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public int DamageVersus(Actor victim)
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{
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var armor = victim.Traits.GetOrDefault<ArmorInfo>();
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if (armor != null && armor.Type != null)
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var armor = victim.TraitsImplementing<Armor>().Where(a => !a.IsTraitDisabled && a.Info.Type != null);
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foreach (var a in armor)
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{
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int versus;
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if (Versus.TryGetValue(armor.Type, out versus))
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if (Versus.TryGetValue(a.Info.Type, out versus))
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return versus;
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}
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@@ -60,7 +61,7 @@ namespace OpenRA.Mods.Common.Warheads
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public virtual void DoImpact(Actor victim, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim.Info)));
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var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim)));
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victim.InflictDamage(firedBy, damage, this);
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}
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}
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Warheads
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return;
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// Damage is measured as a percentage of the target health
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var damage = Util.ApplyPercentageModifiers(healthInfo.HP, damageModifiers.Append(Damage, DamageVersus(victim.Info)));
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var damage = Util.ApplyPercentageModifiers(healthInfo.HP, damageModifiers.Append(Damage, DamageVersus(victim)));
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victim.InflictDamage(firedBy, damage, this);
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}
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}
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