Files
OpenRA/OpenRA.Mods.RA/GainsExperience.cs

91 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class GainsExperienceInfo : ITraitInfo
{
//public readonly float[] CostThreshold = {2,4,8};
public readonly float[] CostThreshold = { 1, 1.5f, 2 };
public readonly float[] FirepowerModifier = { 1.2f, 1.5f, 2 };
public readonly float[] ArmorModifier = { 1.2f, 1.5f, 2 };
public readonly float[] SpeedModifier = { 1.2f, 1.5f, 2 };
public object Create(Actor self) { return new GainsExperience(self, this); }
}
public class GainsExperience : IFirepowerModifier, ISpeedModifier, IDamageModifier
{
readonly Actor self;
readonly List<float> Levels;
readonly GainsExperienceInfo Info;
public GainsExperience(Actor self, GainsExperienceInfo info)
{
this.self = self;
this.Info = info;
var cost = self.Info.Traits.Get<ValuedInfo>().Cost;
Levels = Info.CostThreshold.Select(t => t * cost).ToList();
}
[Sync]
int Experience = 0;
[Sync]
int Level = 0;
public void GiveExperience(int amount)
{
Experience += amount;
while (Level < Levels.Count() - 1 && Experience > Levels[Level])
{
Level++;
// TODO: Show an effect or play a sound or something
Log.Write("{0} became Level {1}".F(self.Info.Name, Level));
self.World.AddFrameEndTask(w =>
{
w.Add(new CrateEffect(self, "speed"));
});
}
}
public float GetDamageModifier(WarheadInfo warhead)
{
return Level > 0 ? 1 / Info.ArmorModifier[Level - 1] : 1;
}
public float GetFirepowerModifier()
{
return Level > 0 ? Info.FirepowerModifier[Level - 1] : 1;
}
public float GetSpeedModifier()
{
return Level > 0 ? Info.SpeedModifier[Level - 1] : 1;
}
}
}