Hack in trait modifiers. Probably not the best approach.

This commit is contained in:
Paul Chote
2010-05-27 17:22:26 +12:00
parent c15d721884
commit a070820695

View File

@@ -18,28 +18,35 @@
*/
#endregion
using OpenRA.GameRules;
using OpenRA.Traits;
using System.Linq;
using System.Collections.Generic;
using OpenRA.Mods.RA.Effects;
namespace OpenRA.Mods.RA
{
public class GainsExperienceInfo : ITraitInfo
{
//public readonly float[] LevelThresholds = {2,4,8};
public readonly float[] LevelThresholds = {1, 1.5f, 2};
public object Create(Actor self) { return new GainsExperience(self); }
//public readonly float[] CostThreshold = {2,4,8};
public readonly float[] CostThreshold = {1, 1.5f, 2};
public readonly float[] FirepowerModifier = {1.2f, 1.5f, 2};
public readonly float[] ArmorModifier = {1.2f, 1.5f, 2};
public readonly float[] SpeedModifier = {1.2f, 1.5f, 2};
public object Create(Actor self) { return new GainsExperience(self, this); }
}
public class GainsExperience
public class GainsExperience: IFirepowerModifier, ISpeedModifier, IDamageModifier
{
readonly Actor self;
readonly List<float> Levels;
public GainsExperience(Actor self)
readonly GainsExperienceInfo Info;
public GainsExperience(Actor self, GainsExperienceInfo info)
{
this.self = self;
this.Info = info;
System.Console.WriteLine(self.Info.Name);
var cost = self.Info.Traits.Get<ValuedInfo>().Cost;
Levels = self.Info.Traits.Get<GainsExperienceInfo>().LevelThresholds.Select(t => t*cost).ToList();
Levels = Info.CostThreshold.Select(t => t*cost).ToList();
}
[Sync]
@@ -61,7 +68,34 @@ namespace OpenRA.Mods.RA
// TODO: Show an effect or play a sound or something
System.Console.WriteLine("{0} became Level {1}",self.Info.Name, Level);
}
self.World.AddFrameEndTask(w =>
{
w.Add(new CrateEffect(self, "speed"));
});
}
}
public float GetDamageModifier( WarheadInfo warhead )
{
if (Level == 0)
return 1.0f;
return 1/Info.ArmorModifier[Level - 1];
}
public float GetFirepowerModifier()
{
if (Level == 0)
return 1.0f;
return Info.FirepowerModifier[Level - 1] ;
}
public float GetSpeedModifier()
{
if (Level == 0)
return 1.0f;
return Info.SpeedModifier[Level - 1] ;
}
}
}