Moves Upgrades and Invulnerable trait to Mods.Common
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127
OpenRA.Mods.Common/Traits/Upgrades/GainsStatUpgrades.cs
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127
OpenRA.Mods.Common/Traits/Upgrades/GainsStatUpgrades.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor has properties that upgrade when a specific criteria is met.")]
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public class GainsStatUpgradesInfo : ITraitInfo
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{
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public readonly string FirepowerUpgrade = "firepower";
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public readonly int[] FirepowerModifier = { 110, 115, 120, 130 };
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public readonly string DamageUpgrade = "damage";
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public readonly int[] DamageModifier = { 91, 87, 83, 65 };
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public readonly string SpeedUpgrade = "speed";
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public readonly int[] SpeedModifier = { 110, 115, 120, 150 };
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public readonly string ReloadUpgrade = "reload";
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public readonly int[] ReloadModifier = { 95, 90, 85, 75 };
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public readonly string InaccuracyUpgrade = "inaccuracy";
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public readonly int[] InaccuracyModifier = { 90, 80, 70, 50 };
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public object Create(ActorInitializer init) { return new GainsStatUpgrades(this); }
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}
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public class GainsStatUpgrades : IUpgradable, IFirepowerModifier, IDamageModifier, ISpeedModifier, IReloadModifier, IInaccuracyModifier, IDisabledTrait
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{
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readonly GainsStatUpgradesInfo info;
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[Sync] int firepowerLevel = 0;
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[Sync] int speedLevel = 0;
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[Sync] int damageLevel = 0;
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[Sync] int reloadLevel = 0;
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[Sync] int inaccuracyLevel = 0;
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public bool IsTraitDisabled { get { return firepowerLevel == 0 && speedLevel == 0 && damageLevel == 0 && reloadLevel == 0 && inaccuracyLevel == 0; } }
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public IEnumerable<string> UpgradeTypes
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{
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get
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{
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yield return info.FirepowerUpgrade;
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yield return info.DamageUpgrade;
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yield return info.SpeedUpgrade;
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yield return info.ReloadUpgrade;
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yield return info.InaccuracyUpgrade;
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}
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}
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public GainsStatUpgrades(GainsStatUpgradesInfo info)
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{
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this.info = info;
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}
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public bool AcceptsUpgradeLevel(Actor self, string type, int level)
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{
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if (level < 0)
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return false;
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if (type == info.FirepowerUpgrade)
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return level <= info.FirepowerModifier.Length;
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if (type == info.DamageUpgrade)
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return level <= info.DamageModifier.Length;
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if (type == info.SpeedUpgrade)
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return level <= info.SpeedModifier.Length;
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if (type == info.ReloadUpgrade)
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return level <= info.ReloadModifier.Length;
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if (type == info.InaccuracyUpgrade)
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return level <= info.InaccuracyModifier.Length;
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return false;
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}
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public void UpgradeLevelChanged(Actor self, string type, int oldLevel, int newLevel)
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{
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if (type == info.FirepowerUpgrade)
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firepowerLevel = newLevel.Clamp(0, info.FirepowerModifier.Length);
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else if (type == info.DamageUpgrade)
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damageLevel = newLevel.Clamp(0, info.DamageModifier.Length);
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else if (type == info.SpeedUpgrade)
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speedLevel = newLevel.Clamp(0, info.SpeedModifier.Length);
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else if (type == info.ReloadUpgrade)
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reloadLevel = newLevel.Clamp(0, info.ReloadModifier.Length);
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else if (type == info.InaccuracyUpgrade)
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inaccuracyLevel = newLevel.Clamp(0, info.InaccuracyModifier.Length);
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}
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public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
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{
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return damageLevel > 0 ? info.DamageModifier[damageLevel - 1] : 100;
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}
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public int GetFirepowerModifier()
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{
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return firepowerLevel > 0 ? info.FirepowerModifier[firepowerLevel - 1] : 100;
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}
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public int GetSpeedModifier()
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{
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return speedLevel > 0 ? info.SpeedModifier[speedLevel - 1] : 100;
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}
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public int GetReloadModifier()
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{
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return reloadLevel > 0 ? info.ReloadModifier[reloadLevel - 1] : 100;
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}
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public int GetInaccuracyModifier()
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{
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return inaccuracyLevel > 0 ? info.InaccuracyModifier[inaccuracyLevel - 1] : 100;
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}
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}
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}
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