Added multiplier modifier traits, removing GainsStatUpgrades, InvulnerabilityUpgrade, & Invulnerable.

This commit is contained in:
atlimit8
2015-06-27 11:40:52 -05:00
parent b4031c6e9b
commit daec860192
27 changed files with 473 additions and 217 deletions

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#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This unit cannot be damaged.")]
class InvulnerableInfo : TraitInfo<Invulnerable> { }
class Invulnerable : IDamageModifier
{
public int GetDamageModifier(Actor attacker, IWarhead warhead) { return 0; }
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Damage taken by this actor is multiplied based on upgrade level.",
"Decrease to increase actor's apparent strength.",
"Use 0 to make actor invulnerable.")]
public class DamageMultiplierInfo : UpgradeMultiplierTraitInfo, ITraitInfo
{
public object Create(ActorInitializer init) { return new DamageMultiplier(this, init.Self.Info.Name); }
}
public class DamageMultiplier : UpgradeMultiplierTrait, IDamageModifier
{
public DamageMultiplier(DamageMultiplierInfo info, string actorType)
: base(info, "DamageMultiplier", actorType) { }
public int GetDamageModifier(Actor attacker, IWarhead warhead) { return GetModifier(); }
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("The firepower of this actor is multiplied based on upgrade level if specified.")]
public class FirepowerMultiplierInfo : UpgradeMultiplierTraitInfo, ITraitInfo
{
public object Create(ActorInitializer init) { return new FirepowerMultiplier(this, init.Self.Info.Name); }
}
public class FirepowerMultiplier : UpgradeMultiplierTrait, IFirepowerModifier
{
public FirepowerMultiplier(FirepowerMultiplierInfo info, string actorType)
: base(info, "FirepowerMultiplier", actorType) { }
public int GetFirepowerModifier() { return GetModifier(); }
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("The inaccuracy of this actor is multipled based on upgrade level if specified.")]
public class InaccuracyMultiplierInfo : UpgradeMultiplierTraitInfo, ITraitInfo
{
public object Create(ActorInitializer init) { return new InaccuracyMultiplier(this, init.Self.Info.Name); }
}
public class InaccuracyMultiplier : UpgradeMultiplierTrait, IInaccuracyModifier
{
public InaccuracyMultiplier(InaccuracyMultiplierInfo info, string actorType)
: base(info, "InaccuracyMultiplier", actorType) { }
public int GetInaccuracyModifier() { return GetModifier(); }
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common
{
[Desc("The power usage/output of this actor is multiplied based on upgrade level if specified.")]
public class PowerMultiplierInfo : UpgradeMultiplierTraitInfo, ITraitInfo
{
public object Create(ActorInitializer init) { return new PowerMultiplier(init.Self, this); }
}
public class PowerMultiplier : UpgradeMultiplierTrait, IPowerModifier, INotifyOwnerChanged
{
PowerManager power;
public PowerMultiplier(Actor self, PowerMultiplierInfo info)
: base(info, "PowerMultiplier", self.Info.Name) { power = self.Owner.PlayerActor.Trait<PowerManager>(); }
public int GetPowerModifier() { return GetModifier(); }
protected override void Update(Actor self) { power.UpdateActor(self); }
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
power = newOwner.PlayerActor.Trait<PowerManager>();
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("The reloading time of this actor is multiplied based on upgrade level if specified.")]
public class ReloadDelayMultiplierInfo : UpgradeMultiplierTraitInfo, ITraitInfo
{
public object Create(ActorInitializer init) { return new ReloadDelayMultiplier(this, init.Self.Info.Name); }
}
public class ReloadDelayMultiplier : UpgradeMultiplierTrait, IReloadModifier
{
public ReloadDelayMultiplier(ReloadDelayMultiplierInfo info, string actorType)
: base(info, "ReloadDelayMultiplier", actorType) { }
public int GetReloadModifier() { return GetModifier(); }
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("The speed of this actor is multiplied based on upgrade level if specified.")]
public class SpeedMultiplierInfo : UpgradeMultiplierTraitInfo, ITraitInfo
{
public object Create(ActorInitializer init) { return new SpeedMultiplier(this, init.Self.Info.Name); }
}
public class SpeedMultiplier : UpgradeMultiplierTrait, ISpeedModifier
{
public SpeedMultiplier(SpeedMultiplierInfo info, string actorType)
: base(info, "SpeedMultiplier", actorType) { }
public int GetSpeedModifier() { return GetModifier(); }
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public abstract class UpgradeMultiplierTraitInfo
{
[UpgradeUsedReference]
[Desc("Accepted upgrade types.")]
public readonly string[] UpgradeTypes = { };
[Desc("The lowest upgrade level using the scale.")]
public readonly int BaseLevel = 1;
[FieldLoader.Require]
[Desc("Percentages to apply with the first being applied at the base level.",
"Repeat last entry to accept time extensions.",
"If no upgrade types are specified, then the first/only modifier is always applied.")]
public readonly int[] Modifier = { };
}
public abstract class UpgradeMultiplierTrait : IUpgradable, IDisabledTrait, ISync
{
readonly UpgradeMultiplierTraitInfo info;
[Sync] int level = 0;
[Sync] public bool IsTraitDisabled { get; private set; }
public int AdjustedLevel { get { return level - info.BaseLevel; } }
public IEnumerable<string> UpgradeTypes { get { return info.UpgradeTypes; } }
protected UpgradeMultiplierTrait(UpgradeMultiplierTraitInfo info, string modifierType, string actorType)
{
if (info.Modifier.Length == 0)
throw new Exception("No modifiers in " + modifierType + " for " + actorType);
this.info = info;
IsTraitDisabled = info.UpgradeTypes.Length > 0 && info.BaseLevel > 0;
}
public bool AcceptsUpgradeLevel(Actor self, string type, int level)
{
return level < info.Modifier.Length + info.BaseLevel;
}
// Override to recieve notice of level change.
protected virtual void Update(Actor self) { }
public void UpgradeLevelChanged(Actor self, string type, int oldLevel, int newLevel)
{
if (!UpgradeTypes.Contains(type))
return;
level = newLevel.Clamp(0, Math.Max(info.Modifier.Length + info.BaseLevel - 1, 0));
IsTraitDisabled = level < info.BaseLevel;
Update(self);
}
public int GetModifier()
{
return IsTraitDisabled ? 100 : info.Modifier[level - info.BaseLevel];
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor has properties that upgrade when a specific criteria is met.")]
public class GainsStatUpgradesInfo : ITraitInfo
{
public readonly string FirepowerUpgrade = "firepower";
public readonly int[] FirepowerModifier = { 110, 115, 120, 130 };
public readonly string DamageUpgrade = "damage";
public readonly int[] DamageModifier = { 91, 87, 83, 65 };
public readonly string SpeedUpgrade = "speed";
public readonly int[] SpeedModifier = { 110, 115, 120, 150 };
public readonly string ReloadUpgrade = "reload";
public readonly int[] ReloadModifier = { 95, 90, 85, 75 };
public readonly string InaccuracyUpgrade = "inaccuracy";
public readonly int[] InaccuracyModifier = { 90, 80, 70, 50 };
public object Create(ActorInitializer init) { return new GainsStatUpgrades(this); }
}
public class GainsStatUpgrades : IUpgradable, IFirepowerModifier, IDamageModifier, ISpeedModifier, IReloadModifier, IInaccuracyModifier, IDisabledTrait
{
readonly GainsStatUpgradesInfo info;
[Sync] int firepowerLevel = 0;
[Sync] int speedLevel = 0;
[Sync] int damageLevel = 0;
[Sync] int reloadLevel = 0;
[Sync] int inaccuracyLevel = 0;
public bool IsTraitDisabled { get { return firepowerLevel == 0 && speedLevel == 0 && damageLevel == 0 && reloadLevel == 0 && inaccuracyLevel == 0; } }
public IEnumerable<string> UpgradeTypes
{
get
{
yield return info.FirepowerUpgrade;
yield return info.DamageUpgrade;
yield return info.SpeedUpgrade;
yield return info.ReloadUpgrade;
yield return info.InaccuracyUpgrade;
}
}
public GainsStatUpgrades(GainsStatUpgradesInfo info)
{
this.info = info;
}
public bool AcceptsUpgradeLevel(Actor self, string type, int level)
{
if (level < 0)
return false;
if (type == info.FirepowerUpgrade)
return level <= info.FirepowerModifier.Length;
if (type == info.DamageUpgrade)
return level <= info.DamageModifier.Length;
if (type == info.SpeedUpgrade)
return level <= info.SpeedModifier.Length;
if (type == info.ReloadUpgrade)
return level <= info.ReloadModifier.Length;
if (type == info.InaccuracyUpgrade)
return level <= info.InaccuracyModifier.Length;
return false;
}
public void UpgradeLevelChanged(Actor self, string type, int oldLevel, int newLevel)
{
if (type == info.FirepowerUpgrade)
firepowerLevel = newLevel.Clamp(0, info.FirepowerModifier.Length);
else if (type == info.DamageUpgrade)
damageLevel = newLevel.Clamp(0, info.DamageModifier.Length);
else if (type == info.SpeedUpgrade)
speedLevel = newLevel.Clamp(0, info.SpeedModifier.Length);
else if (type == info.ReloadUpgrade)
reloadLevel = newLevel.Clamp(0, info.ReloadModifier.Length);
else if (type == info.InaccuracyUpgrade)
inaccuracyLevel = newLevel.Clamp(0, info.InaccuracyModifier.Length);
}
public int GetDamageModifier(Actor attacker, IWarhead warhead)
{
return damageLevel > 0 ? info.DamageModifier[damageLevel - 1] : 100;
}
public int GetFirepowerModifier()
{
return firepowerLevel > 0 ? info.FirepowerModifier[firepowerLevel - 1] : 100;
}
public int GetSpeedModifier()
{
return speedLevel > 0 ? info.SpeedModifier[speedLevel - 1] : 100;
}
public int GetReloadModifier()
{
return reloadLevel > 0 ? info.ReloadModifier[reloadLevel - 1] : 100;
}
public int GetInaccuracyModifier()
{
return inaccuracyLevel > 0 ? info.InaccuracyModifier[inaccuracyLevel - 1] : 100;
}
}
}