defense enemy: refactor code for better overloading

alut-include-path
Maikel de Vries 2017-02-10 17:57:33 +01:00
parent ef5626774d
commit 60e0417dd2
1 changed files with 43 additions and 31 deletions

View File

@ -84,37 +84,10 @@ private func LaunchEnemyAt(proplist prop_enemy, int wave_nr, int enemy_plr, prop
enemy->MakeCrewMember(enemy_plr);
enemy->SetController(enemy_plr);
GameCallEx("OnEnemyCreation", enemy, wave_nr);
// Enemy visuals
if (prop_enemy.Skin)
{
if (GetType(prop_enemy.Skin) == C4V_Array)
{
enemy->SetSkin(prop_enemy.Skin[0]);
enemy->SetMeshMaterial(prop_enemy.Skin[1]);
}
else
enemy->SetSkin(prop_enemy.Skin);
}
if (GetType(prop_enemy.Backpack)) enemy->~RemoveBackpack();
if (prop_enemy.Scale) enemy->SetMeshTransformation(Trans_Scale(prop_enemy.Scale[0], prop_enemy.Scale[1], prop_enemy.Scale[2]), 6);
if (prop_enemy.Name) enemy->SetName(prop_enemy.Name);
enemy->SetColor(prop_enemy.Color);
// Physical properties
enemy.MaxEnergy = (prop_enemy.Energy ?? 50) * 1000;
enemy->DoEnergy(10000);
if (prop_enemy.Speed)
{
// Speed: Modify Speed in all ActMap entries
if (enemy.ActMap == enemy.Prototype.ActMap) enemy.ActMap = new enemy.ActMap {};
for (var action in /*obj.ActMap->GetProperties()*/ ["Walk", "Scale", "Dig", "Swim", "Hangle", "Jump", "WallJump", "Dive", "Push"]) // obj.ActMap->GetProperties() doesn't work :(
{
if (action == "Prototype") continue;
if (enemy.ActMap[action] == enemy.Prototype.ActMap[action]) enemy.ActMap[action] = new enemy.ActMap[action] {};
enemy.ActMap[action].Speed = enemy.ActMap[action].Speed * enemy.Speed / 100;
}
enemy.JumpSpeed = enemy.JumpSpeed * prop_enemy.Speed / 100;
enemy.FlySpeed = enemy.FlySpeed * prop_enemy.Speed / 100;
}
// Enemy visuals.
UpdateEnemyVisuals(enemy, prop_enemy);
// Update physical properties.
UpdateEnemyPhysicals(enemy, prop_enemy);
// Reward for killing enemy: clunker bounty and points.
enemy.Bounty = prop_enemy.Bounty;
enemy.Score = prop_enemy.Score;
@ -177,6 +150,45 @@ private func LaunchEnemyAt(proplist prop_enemy, int wave_nr, int enemy_plr, prop
return enemy;
}
private func UpdateEnemyVisuals(object enemy, proplist prop_enemy)
{
if (prop_enemy.Skin)
{
if (GetType(prop_enemy.Skin) == C4V_Array)
{
enemy->SetSkin(prop_enemy.Skin[0]);
enemy->SetMeshMaterial(prop_enemy.Skin[1]);
}
else
enemy->SetSkin(prop_enemy.Skin);
}
if (GetType(prop_enemy.Backpack)) enemy->~RemoveBackpack();
if (prop_enemy.Scale) enemy->SetMeshTransformation(Trans_Scale(prop_enemy.Scale[0], prop_enemy.Scale[1], prop_enemy.Scale[2]), 6);
if (prop_enemy.Name) enemy->SetName(prop_enemy.Name);
enemy->SetColor(prop_enemy.Color);
return;
}
private func UpdateEnemyPhysicals(object enemy, proplist prop_enemy)
{
enemy.MaxEnergy = (prop_enemy.Energy ?? 50) * 1000;
enemy->DoEnergy(enemy.MaxEnergy / 1000);
if (prop_enemy.Speed)
{
// Speed: Modify Speed in all ActMap entries
if (enemy.ActMap == enemy.Prototype.ActMap) enemy.ActMap = new enemy.ActMap {};
for (var action in /*obj.ActMap->GetProperties()*/ ["Walk", "Scale", "Dig", "Swim", "Hangle", "Jump", "WallJump", "Dive", "Push"]) // obj.ActMap->GetProperties() doesn't work :(
{
if (action == "Prototype") continue;
if (enemy.ActMap[action] == enemy.Prototype.ActMap[action]) enemy.ActMap[action] = new enemy.ActMap[action] {};
enemy.ActMap[action].Speed = enemy.ActMap[action].Speed * enemy.Speed / 100;
}
enemy.JumpSpeed = enemy.JumpSpeed * prop_enemy.Speed / 100;
enemy.FlySpeed = enemy.FlySpeed * prop_enemy.Speed / 100;
}
return;
}
private func ForceVal2Array(/*any*/ v)
{
if (GetType(v) != C4V_Array)