Files
OpenRA/OpenRA.Mods.RA/GainsStatUpgrades.cs
2015-01-01 22:51:12 +01:00

129 lines
3.9 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.Mods.Common.Traits;
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 int[] FirepowerModifier = { 110, 115, 120, 130 };
public readonly string DamageUpgrade = "damage";
public readonly int[] DamageModifier = { 91, 87, 83, 65 };
public readonly string SpeedUpgrade = "speed";
public readonly int[] SpeedModifier = { 110, 115, 120, 150 };
public readonly string ReloadUpgrade = "reload";
public readonly int[] ReloadModifier = { 95, 90, 85, 75 };
public readonly string InaccuracyUpgrade = "inaccuracy";
public readonly int[] InaccuracyModifier = { 90, 80, 70, 50 };
public object Create(ActorInitializer init) { return new GainsStatUpgrades(this); }
}
public class GainsStatUpgrades : IUpgradable, IFirepowerModifier, IDamageModifier, ISpeedModifier, IReloadModifier, IInaccuracyModifier, IDisabledTrait
{
readonly GainsStatUpgradesInfo info;
[Sync] int firepowerLevel = 0;
[Sync] int speedLevel = 0;
[Sync] int damageLevel = 0;
[Sync] int reloadLevel = 0;
[Sync] int inaccuracyLevel = 0;
public bool IsTraitDisabled { get { return firepowerLevel == 0 && speedLevel == 0 && damageLevel == 0 && reloadLevel == 0 && inaccuracyLevel == 0; } }
public IEnumerable<string> UpgradeTypes
{
get
{
yield return info.FirepowerUpgrade;
yield return info.DamageUpgrade;
yield return info.SpeedUpgrade;
yield return info.ReloadUpgrade;
yield return info.InaccuracyUpgrade;
}
}
public GainsStatUpgrades(GainsStatUpgradesInfo info)
{
this.info = info;
}
public bool AcceptsUpgradeLevel(Actor self, string type, int level)
{
if (level < 0)
return false;
if (type == info.FirepowerUpgrade)
return level <= info.FirepowerModifier.Length;
if (type == info.DamageUpgrade)
return level <= info.DamageModifier.Length;
if (type == info.SpeedUpgrade)
return level <= info.SpeedModifier.Length;
if (type == info.ReloadUpgrade)
return level <= info.ReloadModifier.Length;
if (type == info.InaccuracyUpgrade)
return level <= info.InaccuracyModifier.Length;
return false;
}
public void UpgradeLevelChanged(Actor self, string type, int oldLevel, int newLevel)
{
if (type == info.FirepowerUpgrade)
firepowerLevel = newLevel.Clamp(0, info.FirepowerModifier.Length);
else if (type == info.DamageUpgrade)
damageLevel = newLevel.Clamp(0, info.DamageModifier.Length);
else if (type == info.SpeedUpgrade)
speedLevel = newLevel.Clamp(0, info.SpeedModifier.Length);
else if (type == info.ReloadUpgrade)
reloadLevel = newLevel.Clamp(0, info.ReloadModifier.Length);
else if (type == info.InaccuracyUpgrade)
inaccuracyLevel = newLevel.Clamp(0, info.InaccuracyModifier.Length);
}
public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return damageLevel > 0 ? info.DamageModifier[damageLevel - 1] : 100;
}
public int GetFirepowerModifier()
{
return firepowerLevel > 0 ? info.FirepowerModifier[firepowerLevel - 1] : 100;
}
public int GetSpeedModifier()
{
return speedLevel > 0 ? info.SpeedModifier[speedLevel - 1] : 100;
}
public int GetReloadModifier()
{
return reloadLevel > 0 ? info.ReloadModifier[reloadLevel - 1] : 100;
}
public int GetInaccuracyModifier()
{
return inaccuracyLevel > 0 ? info.InaccuracyModifier[inaccuracyLevel - 1] : 100;
}
}
}