crate chooser logic

This commit is contained in:
Chris Forbes
2010-02-11 15:47:04 +13:00
parent 5b3dde1c5f
commit 8b2504cb4e

View File

@@ -2,6 +2,7 @@
using System.Linq;
using OpenRa.Effects;
using OpenRa.Traits;
using IjwFramework.Types;
/*
* Crates left to implement:
@@ -12,7 +13,6 @@ Explosion=5,NONE,500 ; high explosive baddie (damage per explosion)
Firepower=10,FPOWER,2.0 ; firepower of nearby objects increased (firepower multiplier)
HealBase=1,INVUN ; all buildings to full strength
ICBM=1,MISSILE2 ; nuke missile one time shot
Money=50,DOLLAR,2000 ; a chunk o' cash (maximum cash)
Napalm=5,NONE,600 ; fire explosion baddie (damage)
ParaBomb=3,PARABOX ; para-bomb raid one time shot
Reveal=1,EARTH ; reveal entire radar map
@@ -43,9 +43,19 @@ namespace OpenRa.Traits
public void OnCrush(Actor crusher)
{
// TODO: Pick one randomly
self.traits.WithInterface<ICrateAction>().First().Activate(crusher);
self.World.AddFrameEndTask(w => w.Remove(self));
var shares = self.traits.WithInterface<ICrateAction>().Select(a => Pair.New(a, a.SelectionShares));
var totalShares = shares.Sum(a => a.Second);
var n = Game.SharedRandom.Next(totalShares);
self.World.AddFrameEndTask(w => w.Remove(self));
foreach (var s in shares)
if (n < s.Second)
{
s.First.Activate(crusher);
return;
}
else
n -= s.Second;
}
public bool IsPathableCrush(UnitMovementType umt, Player player)