#region Copyright & License Information /* * Copyright 2007-2011 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.Collections.Generic; using System.Linq; using OpenRA.GameRules; using OpenRA.Graphics; using OpenRA.Mods.RA.Effects; using OpenRA.Traits; using OpenRA.FileFormats; namespace OpenRA.Mods.RA { public class GainsExperienceInfo : ITraitInfo, Requires { [Desc("XP requirements for each level, as multiples of our own cost.")] public readonly float[] CostThreshold = { 2, 4, 8, 16 }; public readonly float[] FirepowerModifier = { 1.1f, 1.15f, 1.2f, 1.5f }; public readonly float[] ArmorModifier = { 1.1f, 1.2f, 1.3f, 1.5f }; public readonly decimal[] SpeedModifier = { 1.1m, 1.15m, 1.2m, 1.5m }; public object Create(ActorInitializer init) { return new GainsExperience(init, this); } } public class GainsExperience : IFirepowerModifier, ISpeedModifier, IDamageModifier, IRenderModifier, ISync { readonly Actor self; readonly int[] Levels; readonly GainsExperienceInfo Info; readonly Animation RankAnim; public GainsExperience(ActorInitializer init, GainsExperienceInfo info) { self = init.self; this.Info = info; var cost = self.Info.Traits.Get().Cost; Levels = Info.CostThreshold.Select(t => (int)(t * cost)).ToArray(); RankAnim = new Animation("rank"); RankAnim.PlayFetchIndex("rank", () => Level - 1); if (init.Contains()) { Experience = init.Get(); while (Level < Levels.Length && Experience >= Levels[Level]) Level++; } } [Sync] int Experience = 0; [Sync] public int Level { get; private set; } int MaxLevel { get { return Levels.Length; } } public bool CanGainLevel { get { return Level < MaxLevel; } } public void GiveOneLevel() { if (Level < MaxLevel) GiveExperience(Levels[Level] - Experience); } public void GiveLevels(int numLevels) { for( var i = 0; i < numLevels; i++ ) GiveOneLevel(); } public void GiveExperience(int amount) { Experience += amount; 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"))); } } public float GetDamageModifier(Actor attacker, WarheadInfo warhead) { return Level > 0 ? 1 / Info.ArmorModifier[Level - 1] : 1; } public float GetFirepowerModifier() { return Level > 0 ? Info.FirepowerModifier[Level - 1] : 1; } public decimal GetSpeedModifier() { return Level > 0 ? Info.SpeedModifier[Level - 1] : 1m; } public IEnumerable ModifyRender(Actor self, WorldRenderer wr, IEnumerable 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 InnerModifyRender(Actor self, WorldRenderer wr, IEnumerable r) { foreach (var rs in r) yield return rs; RankAnim.Tick(); // HACK if (self.World.FogObscures(self)) yield break; var bounds = self.Bounds.Value; var pos = new PPos(bounds.Right, bounds.Bottom - 2).ToWPos(0); yield return new SpriteRenderable(RankAnim.Image, pos, WVec.Zero, 0, wr.Palette("effect"), 1f, true); } } class ExperienceInit : IActorInit { [FieldFromYamlKey] public readonly int value = 0; public ExperienceInit() { } public ExperienceInit(int init) { value = init; } public int Value(World world) { return value; } } }