Add ScaleDefaultHealth and subclass update rules
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111
OpenRA.Mods.Common/UpdateRules/Rules/ScaleModHealth.cs
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111
OpenRA.Mods.Common/UpdateRules/Rules/ScaleModHealth.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class ScaleModHealth : UpdateRule
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{
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public override string Name { get { return "Scale health and damage in the default OpenRA mods"; } }
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public override string Description
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{
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get
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{
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return "All health and damage values are increased by a factor of 100 (ra, cnc, ts) or 10 (d2k)\n"
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+ "in order to reduce numerical inaccuracies in damage calculations.";
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}
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}
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static readonly Dictionary<string, Pair<string, string>[]> TraitMapping = new Dictionary<string, Pair<string, string>[]>()
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{
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{ "Health", new[] { Pair.New("HP", string.Empty) } },
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{ "SelfHealing", new[] { Pair.New("Step", "500") } },
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{ "RepairsUnits", new[] { Pair.New("HpPerStep", "1000") } },
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{ "RepairableBuilding", new[] { Pair.New("RepairStep", "700") } },
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{ "Burns", new[] { Pair.New("Damage", "100") } },
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{ "DamagedByTerrain", new[] { Pair.New("Damage", string.Empty) } },
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};
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static readonly Dictionary<string, string> WarheadMapping = new Dictionary<string, string>()
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{
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{ "SpreadDamage", "Damage" },
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{ "TargetDamage", "Damage" },
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};
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public ScaleModHealth(int scale = 100)
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{
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this.scale = scale;
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}
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protected int scale;
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bool updated;
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public override IEnumerable<string> BeforeUpdate(ModData modData)
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{
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updated = false;
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yield break;
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}
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public override IEnumerable<string> AfterUpdate(ModData modData)
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{
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if (updated)
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yield return "Health and damage values have been muliplied by a factor of {0}.\n".F(scale)
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+ "The increased calculation precision will affect game balance and may need to be manually adjusted.\n";
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}
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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foreach (var kv in TraitMapping)
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{
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foreach (var trait in actorNode.ChildrenMatching(kv.Key))
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{
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foreach (var parameter in kv.Value)
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{
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var node = trait.LastChildMatching(parameter.First);
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if (node != null)
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node.ReplaceValue((scale * node.NodeValue<int>()).ToString());
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else if (!string.IsNullOrEmpty(parameter.Second))
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trait.AddNode(parameter.First, parameter.Second);
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updated = true;
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}
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}
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}
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yield break;
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}
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public override IEnumerable<string> UpdateWeaponNode(ModData modData, MiniYamlNode weaponNode)
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{
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foreach (var warheadNode in weaponNode.ChildrenMatching("Warhead"))
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{
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var name = warheadNode.NodeValue<string>();
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if (name == null)
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continue;
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string parameterName;
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if (!WarheadMapping.TryGetValue(name, out parameterName))
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continue;
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foreach (var node in warheadNode.ChildrenMatching(parameterName))
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{
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node.ReplaceValue((scale * node.NodeValue<int>()).ToString());
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updated = true;
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}
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}
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yield break;
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}
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}
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}
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