These are used to filter *Renderables that shouldn't be copied for things like highlight or shadow.
134 lines
3.8 KiB
C#
134 lines
3.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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using OpenRA.FileFormats;
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namespace OpenRA.Mods.RA
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{
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public class GainsExperienceInfo : ITraitInfo, Requires<ValuedInfo>
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{
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[Desc("XP requirements for each level, as multiples of our own cost.")]
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public readonly float[] CostThreshold = { 2, 4, 8, 16 };
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public readonly float[] FirepowerModifier = { 1.1f, 1.15f, 1.2f, 1.5f };
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public readonly float[] ArmorModifier = { 1.1f, 1.2f, 1.3f, 1.5f };
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public readonly decimal[] SpeedModifier = { 1.1m, 1.15m, 1.2m, 1.5m };
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public object Create(ActorInitializer init) { return new GainsExperience(init, this); }
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}
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public class GainsExperience : IFirepowerModifier, ISpeedModifier, IDamageModifier, IRenderModifier, ISync
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{
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readonly Actor self;
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readonly int[] Levels;
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readonly GainsExperienceInfo Info;
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readonly Animation RankAnim;
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public GainsExperience(ActorInitializer init, GainsExperienceInfo info)
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{
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self = init.self;
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this.Info = info;
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var cost = self.Info.Traits.Get<ValuedInfo>().Cost;
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Levels = Info.CostThreshold.Select(t => (int)(t * cost)).ToArray();
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RankAnim = new Animation("rank");
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RankAnim.PlayFetchIndex("rank", () => Level - 1);
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if (init.Contains<ExperienceInit>())
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{
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Experience = init.Get<ExperienceInit, int>();
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while (Level < Levels.Length && Experience >= Levels[Level])
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Level++;
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}
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}
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[Sync] int Experience = 0;
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[Sync] public int Level { get; private set; }
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int MaxLevel { get { return Levels.Length; } }
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public bool CanGainLevel { get { return Level < MaxLevel; } }
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public void GiveOneLevel()
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{
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if (Level < MaxLevel)
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GiveExperience(Levels[Level] - Experience);
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}
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public void GiveLevels(int numLevels)
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{
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for( var i = 0; i < numLevels; i++ )
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GiveOneLevel();
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}
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public void GiveExperience(int amount)
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{
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Experience += amount;
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while (Level < MaxLevel && Experience >= Levels[Level])
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{
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Level++;
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Sound.PlayNotification(self.Owner, "Sounds", "LevelUp", self.Owner.Country.Race);
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self.World.AddFrameEndTask(w => w.Add(new CrateEffect(self, "levelup")));
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}
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}
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public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
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{
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return Level > 0 ? 1 / Info.ArmorModifier[Level - 1] : 1;
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}
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public float GetFirepowerModifier()
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{
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return Level > 0 ? Info.FirepowerModifier[Level - 1] : 1;
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}
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public decimal GetSpeedModifier()
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{
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return Level > 0 ? Info.SpeedModifier[Level - 1] : 1m;
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}
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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// TODO: Make this consistent with everything else that adds animations to RenderSimple.
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if (self.Owner.IsAlliedWith(self.World.RenderPlayer) && Level > 0)
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return InnerModifyRender(self, wr, r);
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else
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return r;
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}
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IEnumerable<IRenderable> InnerModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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foreach (var rs in r)
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yield return rs;
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RankAnim.Tick(); // HACK
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if (self.World.FogObscures(self))
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yield break;
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var bounds = self.Bounds.Value;
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var pos = new PPos(bounds.Right, bounds.Bottom - 2).ToWPos(0);
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yield return new SpriteRenderable(RankAnim.Image, pos, WVec.Zero, 0, wr.Palette("effect"), 1f, true);
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}
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}
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class ExperienceInit : IActorInit<int>
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{
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[FieldFromYamlKey] public readonly int value = 0;
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public ExperienceInit() { }
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public ExperienceInit(int init) { value = init; }
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public int Value(World world) { return value; }
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}
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}
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