separate Rank effect from GainsExperience

fixes #3957
This commit is contained in:
Matthias Mailänder
2013-10-26 11:26:52 +02:00
parent fc808fe069
commit bb57caef8d
3 changed files with 89 additions and 48 deletions

View File

@@ -10,11 +10,11 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
@@ -28,102 +28,74 @@ namespace OpenRA.Mods.RA
public object Create(ActorInitializer init) { return new GainsExperience(init, this); }
}
public class GainsExperience : IFirepowerModifier, ISpeedModifier, IDamageModifier, IRenderModifier, ISync
public class GainsExperience : IFirepowerModifier, ISpeedModifier, IDamageModifier, ISync
{
readonly Actor self;
readonly int[] Levels;
readonly GainsExperienceInfo Info;
readonly Animation RankAnim;
readonly int[] levels;
readonly GainsExperienceInfo info;
public GainsExperience(ActorInitializer init, GainsExperienceInfo info)
{
self = init.self;
this.Info = info;
this.info = info;
var cost = self.Info.Traits.Get<ValuedInfo>().Cost;
Levels = Info.CostThreshold.Select(t => (int)(t * cost)).ToArray();
RankAnim = new Animation("rank");
RankAnim.PlayFetchIndex("rank", () => Level - 1);
levels = info.CostThreshold.Select(t => (int)(t * cost)).ToArray();
if (init.Contains<ExperienceInit>())
{
Experience = init.Get<ExperienceInit, int>();
experience = init.Get<ExperienceInit, int>();
while (Level < Levels.Length && Experience >= Levels[Level])
while (Level < levels.Length && experience >= levels[Level])
Level++;
}
}
[Sync] int Experience = 0;
[Sync] int experience = 0;
[Sync] public int Level { get; private set; }
int MaxLevel { get { return Levels.Length; } }
int MaxLevel { get { return levels.Length; } }
public bool CanGainLevel { get { return Level < MaxLevel; } }
public void GiveOneLevel()
{
if (Level < MaxLevel)
GiveExperience(Levels[Level] - Experience);
GiveExperience(levels[Level] - experience);
}
public void GiveLevels(int numLevels)
{
for( var i = 0; i < numLevels; i++ )
for (var i = 0; i < numLevels; i++)
GiveOneLevel();
}
public void GiveExperience(int amount)
{
Experience += amount;
experience += amount;
while (Level < MaxLevel && Experience >= Levels[Level])
while (Level < MaxLevel && experience >= levels[Level])
{
Level++;
Sound.PlayNotification(self.Owner, "Sounds", "LevelUp", self.Owner.Country.Race);
self.World.AddFrameEndTask(w => w.Add(new CrateEffect(self, "levelup")));
if (Level == 1)
self.World.AddFrameEndTask(w => w.Add(new Rank(self)));
}
}
public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
{
return Level > 0 ? 1 / Info.ArmorModifier[Level - 1] : 1;
return Level > 0 ? 1 / info.ArmorModifier[Level - 1] : 1;
}
public float GetFirepowerModifier()
{
return Level > 0 ? Info.FirepowerModifier[Level - 1] : 1;
return Level > 0 ? info.FirepowerModifier[Level - 1] : 1;
}
public decimal GetSpeedModifier()
{
return Level > 0 ? Info.SpeedModifier[Level - 1] : 1m;
}
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
// TODO: Make this consistent with everything else that adds animations to RenderSimple.
if (self.Owner.IsAlliedWith(self.World.RenderPlayer) && Level > 0)
return InnerModifyRender(self, wr, r);
else
return r;
}
IEnumerable<IRenderable> InnerModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
foreach (var rs in r)
yield return rs;
RankAnim.Tick(); // HACK
if (self.World.FogObscures(self))
yield break;
var pos = wr.ScreenPxPosition(self.CenterPosition);
var bounds = self.Bounds.Value;
bounds.Offset(pos.X, pos.Y);
var offset = (int)(6 / wr.Viewport.Zoom);
var effectPos = wr.Position(new int2(bounds.Right - offset, bounds.Bottom - offset));
yield return new SpriteRenderable(RankAnim.Image, effectPos, WVec.Zero, 0, wr.Palette("effect"), 1f / wr.Viewport.Zoom, true);
return Level > 0 ? info.SpeedModifier[Level - 1] : 1m;
}
}