Files
OpenRA/OpenRA.Mods.RA/GainsStatUpgrades.cs
2014-08-07 20:43:27 +12:00

79 lines
2.5 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 System.Collections.Generic;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("This actor has properties that upgrade when a specific criteria is met.")]
public class GainsStatUpgradesInfo : ITraitInfo
{
public readonly string FirepowerUpgrade = "firepower";
public readonly float[] FirepowerModifier = { 1.1f, 1.15f, 1.2f, 1.5f };
public readonly string ArmorUpgrade = "armor";
public readonly float[] ArmorModifier = { 1.1f, 1.2f, 1.3f, 1.5f };
public readonly string SpeedUpgrade = "speed";
public readonly decimal[] SpeedModifier = { 1.1m, 1.15m, 1.2m, 1.5m };
public object Create(ActorInitializer init) { return new GainsStatUpgrades(this); }
}
public class GainsStatUpgrades : IUpgradable, IFirepowerModifier, IDamageModifier, ISpeedModifier
{
readonly GainsStatUpgradesInfo info;
[Sync] int firepowerLevel = 0;
[Sync] int speedLevel = 0;
[Sync] int armorLevel = 0;
public GainsStatUpgrades(GainsStatUpgradesInfo info)
{
this.info = info;
}
public bool AcceptsUpgrade(string type)
{
return (type == info.FirepowerUpgrade && firepowerLevel < info.FirepowerModifier.Length)
|| (type == info.ArmorUpgrade && armorLevel < info.ArmorModifier.Length)
|| (type == info.SpeedUpgrade && speedLevel < info.SpeedModifier.Length);
}
public void UpgradeAvailable(Actor self, string type, bool available)
{
var mod = available ? 1 : -1;
if (type == info.FirepowerUpgrade)
firepowerLevel = (firepowerLevel + mod).Clamp(0, info.FirepowerModifier.Length);
else if (type == info.ArmorUpgrade)
armorLevel = (armorLevel + mod).Clamp(0, info.ArmorModifier.Length);
else if (type == info.SpeedUpgrade)
speedLevel = (speedLevel + mod).Clamp(0, info.SpeedModifier.Length);
}
public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return armorLevel > 0 ? 1 / info.ArmorModifier[armorLevel - 1] : 1;
}
public float GetFirepowerModifier()
{
return firepowerLevel > 0 ? info.FirepowerModifier[firepowerLevel - 1] : 1;
}
public decimal GetSpeedModifier()
{
return speedLevel > 0 ? info.SpeedModifier[speedLevel - 1] : 1m;
}
}
}