Files
OpenRA/OpenRA.Mods.RA/GainsUnitUpgrades.cs
2013-12-29 19:10:50 -07:00

87 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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 OpenRA.Traits;
using OpenRA.GameRules;
namespace OpenRA.Mods.RA
{
public class GainsUnitUpgradesInfo : ITraitInfo
{
public readonly int FirepowerMaxLevel = 15;
public readonly float FirepowerModifier = .2f;
public readonly int ArmorMaxLevel = 15;
public readonly float ArmorModifier = .2f;
public readonly int SpeedMaxLevel = 15;
public readonly decimal SpeedModifier = .2m;
// TODO: weapon range, rate of fire modifiers. potentially a vision modifier.
public object Create(ActorInitializer init) { return new GainsUnitUpgrades(this); }
}
public class GainsUnitUpgrades : IFirepowerModifier, IDamageModifier, ISpeedModifier
{
GainsUnitUpgradesInfo info;
[Sync] public int FirepowerLevel = 0;
[Sync] public int SpeedLevel = 0;
[Sync] public int ArmorLevel = 0;
public GainsUnitUpgrades(GainsUnitUpgradesInfo info)
{
this.info = info;
}
public bool CanGainUnitUpgrade(UnitUpgrade? upgrade)
{
if (upgrade == UnitUpgrade.Firepower)
return FirepowerLevel < info.FirepowerMaxLevel;
if (upgrade == UnitUpgrade.Armor)
return ArmorLevel < info.ArmorMaxLevel;
if (upgrade == UnitUpgrade.Speed)
return SpeedLevel < info.SpeedMaxLevel;
return false;
}
public void GiveUnitUpgrade(UnitUpgrade? upgrade, int numLevels)
{
if (upgrade == UnitUpgrade.Firepower)
FirepowerLevel = Math.Min(FirepowerLevel + numLevels, info.FirepowerMaxLevel);
else if (upgrade == UnitUpgrade.Armor)
ArmorLevel = Math.Min(ArmorLevel + numLevels, info.ArmorMaxLevel);
else if (upgrade == UnitUpgrade.Speed)
SpeedLevel = Math.Min(SpeedLevel + numLevels, info.SpeedMaxLevel);
}
public float GetFirepowerModifier()
{
return FirepowerLevel > 0 ? (1 + FirepowerLevel * info.FirepowerModifier) : 1;
}
public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
{
return ArmorLevel > 0 ? (1 / (1 + ArmorLevel * info.ArmorModifier)) : 1;
}
public decimal GetSpeedModifier()
{
return SpeedLevel > 0 ? (1m + SpeedLevel * info.SpeedModifier) : 1m;
}
}
public enum UnitUpgrade
{
Firepower = 0,
Armor = 1,
Speed = 2
}
}