Files
OpenRA/OpenRA.Mods.RA/GainsExperience.cs
Paul Chote be7fc57cdd Introduce IRenderable.IsDecoration and AsDecoration.
These are used to filter *Renderables that shouldn't
be copied for things like highlight or shadow.
2013-08-10 22:25:05 +12:00

134 lines
3.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
public class GainsExperienceInfo : ITraitInfo, Requires<ValuedInfo>
{
[Desc("XP requirements for each level, as multiples of our own cost.")]
public readonly float[] CostThreshold = { 2, 4, 8, 16 };
public readonly float[] FirepowerModifier = { 1.1f, 1.15f, 1.2f, 1.5f };
public readonly float[] ArmorModifier = { 1.1f, 1.2f, 1.3f, 1.5f };
public readonly decimal[] SpeedModifier = { 1.1m, 1.15m, 1.2m, 1.5m };
public object Create(ActorInitializer init) { return new GainsExperience(init, this); }
}
public class GainsExperience : IFirepowerModifier, ISpeedModifier, IDamageModifier, IRenderModifier, ISync
{
readonly Actor self;
readonly int[] Levels;
readonly GainsExperienceInfo Info;
readonly Animation RankAnim;
public GainsExperience(ActorInitializer init, GainsExperienceInfo info)
{
self = init.self;
this.Info = info;
var cost = self.Info.Traits.Get<ValuedInfo>().Cost;
Levels = Info.CostThreshold.Select(t => (int)(t * cost)).ToArray();
RankAnim = new Animation("rank");
RankAnim.PlayFetchIndex("rank", () => Level - 1);
if (init.Contains<ExperienceInit>())
{
Experience = init.Get<ExperienceInit, int>();
while (Level < Levels.Length && Experience >= Levels[Level])
Level++;
}
}
[Sync] int Experience = 0;
[Sync] public int Level { get; private set; }
int MaxLevel { get { return Levels.Length; } }
public bool CanGainLevel { get { return Level < MaxLevel; } }
public void GiveOneLevel()
{
if (Level < MaxLevel)
GiveExperience(Levels[Level] - Experience);
}
public void GiveLevels(int numLevels)
{
for( var i = 0; i < numLevels; i++ )
GiveOneLevel();
}
public void GiveExperience(int amount)
{
Experience += amount;
while (Level < MaxLevel && Experience >= Levels[Level])
{
Level++;
Sound.PlayNotification(self.Owner, "Sounds", "LevelUp", self.Owner.Country.Race);
self.World.AddFrameEndTask(w => w.Add(new CrateEffect(self, "levelup")));
}
}
public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
{
return Level > 0 ? 1 / Info.ArmorModifier[Level - 1] : 1;
}
public float GetFirepowerModifier()
{
return Level > 0 ? Info.FirepowerModifier[Level - 1] : 1;
}
public decimal GetSpeedModifier()
{
return Level > 0 ? Info.SpeedModifier[Level - 1] : 1m;
}
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
// TODO: Make this consistent with everything else that adds animations to RenderSimple.
if (self.Owner.IsAlliedWith(self.World.RenderPlayer) && Level > 0)
return InnerModifyRender(self, wr, r);
else
return r;
}
IEnumerable<IRenderable> InnerModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
foreach (var rs in r)
yield return rs;
RankAnim.Tick(); // HACK
if (self.World.FogObscures(self))
yield break;
var bounds = self.Bounds.Value;
var pos = new PPos(bounds.Right, bounds.Bottom - 2).ToWPos(0);
yield return new SpriteRenderable(RankAnim.Image, pos, WVec.Zero, 0, wr.Palette("effect"), 1f, true);
}
}
class ExperienceInit : IActorInit<int>
{
[FieldFromYamlKey] public readonly int value = 0;
public ExperienceInit() { }
public ExperienceInit(int init) { value = init; }
public int Value(World world) { return value; }
}
}