Merge pull request #6162 from UberWaffe/WeaponDiplomacyCheck
Closes #5618
This commit is contained in:
@@ -23,12 +23,20 @@ namespace OpenRA.GameRules
|
||||
|
||||
[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
|
||||
public readonly string[] InvalidTargets = { };
|
||||
|
||||
[Desc("What diplomatic stances are affected.")]
|
||||
public readonly Stance ValidStances = Stance.Ally | Stance.Neutral | Stance.Enemy;
|
||||
|
||||
[Desc("Can this warhead affect the actor that fired it.")]
|
||||
public readonly bool AffectsParent = false;
|
||||
|
||||
[Desc("Delay in ticks before applying the warhead effect.","0 = instant (old model).")]
|
||||
public readonly int Delay = 0;
|
||||
|
||||
///<summary>Applies the warhead's effect against the target.</summary>
|
||||
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
|
||||
|
||||
///<summary>Checks if the warhead is valid against (can do something to) the target.</summary>
|
||||
public bool IsValidAgainst(Target target, World world, Actor firedBy)
|
||||
{
|
||||
if (target.Type == TargetType.Actor)
|
||||
@@ -58,53 +66,46 @@ namespace OpenRA.GameRules
|
||||
// assumption has been removed from the yaml definitions
|
||||
public virtual bool CanTargetActor(ActorInfo victim, Actor firedBy) { return false; }
|
||||
|
||||
///<summary>Checks if the warhead is valid against (can do something to) the actor.</summary>
|
||||
public bool IsValidAgainst(Actor victim, Actor firedBy)
|
||||
{
|
||||
if (!CanTargetActor(victim.Info, firedBy))
|
||||
return false;
|
||||
|
||||
if (!AffectsParent && victim == firedBy)
|
||||
return false;
|
||||
|
||||
var stance = firedBy.Owner.Stances[victim.Owner];
|
||||
if (!ValidStances.HasFlag(stance))
|
||||
return false;
|
||||
|
||||
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
|
||||
return InTargetList(victim, firedBy, ValidTargets) &&
|
||||
!InTargetList(victim, firedBy, InvalidTargets);
|
||||
}
|
||||
|
||||
public static bool InTargetList(Actor victim, Actor firedBy, string[] targetList)
|
||||
{
|
||||
if (!targetList.Any())
|
||||
return false;
|
||||
|
||||
var targetable = victim.TraitOrDefault<ITargetable>();
|
||||
if (targetable == null)
|
||||
return false;
|
||||
if (!targetList.Intersect(targetable.TargetTypes).Any())
|
||||
if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any()
|
||||
|| InvalidTargets.Intersect(targetable.TargetTypes).Any())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///<summary>Checks if the warhead is valid against (can do something to) the frozen actor.</summary>
|
||||
public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
|
||||
{
|
||||
if (!CanTargetActor(victim.Info, firedBy))
|
||||
return false;
|
||||
|
||||
// AffectsParent checks do not make sense for FrozenActors, so skip to stance checks
|
||||
var stance = firedBy.Owner.Stances[victim.Owner];
|
||||
if (!ValidStances.HasFlag(stance))
|
||||
return false;
|
||||
|
||||
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
|
||||
return InTargetList(victim, firedBy, ValidTargets) &&
|
||||
!InTargetList(victim, firedBy, InvalidTargets);
|
||||
}
|
||||
|
||||
public static bool InTargetList(FrozenActor victim, Actor firedBy, string[] targetList)
|
||||
{
|
||||
// Frozen Actors need to be handled slightly differently. Since FrozenActor.Actor can be null if the Actor is dead.
|
||||
if (!targetList.Any())
|
||||
return false;
|
||||
|
||||
var targetable = victim.Info.Traits.GetOrDefault<ITargetableInfo>();
|
||||
if (targetable == null)
|
||||
if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()
|
||||
|| InvalidTargets.Intersect(targetable.GetTargetTypes()).Any())
|
||||
return false;
|
||||
if (!targetList.Intersect(targetable.GetTargetTypes()).Any())
|
||||
return false;
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -92,6 +92,7 @@ namespace OpenRA.GameRules
|
||||
return retList;
|
||||
}
|
||||
|
||||
///<summary>Checks if the weapon is valid against (can target) the target.</summary>
|
||||
public bool IsValidAgainst(Target target, World world, Actor firedBy)
|
||||
{
|
||||
if (target.Type == TargetType.Actor)
|
||||
@@ -117,30 +118,31 @@ namespace OpenRA.GameRules
|
||||
return false;
|
||||
}
|
||||
|
||||
///<summary>Checks if the weapon is valid against (can target) the actor.</summary>
|
||||
public bool IsValidAgainst(Actor victim, Actor firedBy)
|
||||
{
|
||||
if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))
|
||||
return false;
|
||||
|
||||
var targetable = victim.TraitOrDefault<ITargetable>();
|
||||
if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any()
|
||||
|| InvalidTargets.Intersect(targetable.TargetTypes).Any())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
|
||||
{
|
||||
// Frozen Actors are treated slightly differently.
|
||||
if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///<summary>Checks if the weapon is valid against (can target) the frozen actor.</summary>
|
||||
public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
|
||||
{
|
||||
var targetable = victim.Info.Traits.GetOrDefault<ITargetableInfo>();
|
||||
if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()
|
||||
|| InvalidTargets.Intersect(targetable.GetTargetTypes()).Any())
|
||||
return false;
|
||||
|
||||
if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -22,7 +22,14 @@ namespace OpenRA.Traits
|
||||
// depends on the order of pips in WorldRenderer.cs!
|
||||
public enum PipType { Transparent, Green, Yellow, Red, Gray, Blue, Ammo, AmmoEmpty };
|
||||
public enum TagType { None, Fake, Primary };
|
||||
public enum Stance { Enemy, Neutral, Ally };
|
||||
|
||||
[Flags]
|
||||
public enum Stance
|
||||
{
|
||||
Enemy = 1,
|
||||
Neutral = 2,
|
||||
Ally = 4,
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum ImpactType
|
||||
|
||||
@@ -573,7 +573,7 @@ namespace OpenRA.Utility
|
||||
newYaml.Add(new MiniYamlNode("Size", newValue));
|
||||
}
|
||||
|
||||
var keywords = new List<string>{ "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
|
||||
var keywords = new List<string> { "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
|
||||
|
||||
foreach(var keyword in keywords)
|
||||
{
|
||||
@@ -609,7 +609,7 @@ namespace OpenRA.Utility
|
||||
newYaml.Add(new MiniYamlNode("Spread", newValue));
|
||||
}
|
||||
|
||||
var keywords = new List<string>{ "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
|
||||
var keywords = new List<string> { "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
|
||||
|
||||
foreach(var keyword in keywords)
|
||||
{
|
||||
@@ -636,7 +636,7 @@ namespace OpenRA.Utility
|
||||
|
||||
var newYaml = new List<MiniYamlNode>();
|
||||
|
||||
var keywords = new List<string>{ "Spread", "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
|
||||
var keywords = new List<string> { "Spread", "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
|
||||
|
||||
foreach(var keyword in keywords)
|
||||
{
|
||||
@@ -665,7 +665,7 @@ namespace OpenRA.Utility
|
||||
|
||||
var newYaml = new List<MiniYamlNode>();
|
||||
|
||||
var keywords = new List<string>{ "Size", "Delay", "ValidTargets", "InvalidTargets" };
|
||||
var keywords = new List<string> { "Size", "Delay", "ValidTargets", "InvalidTargets" };
|
||||
foreach(var keyword in keywords)
|
||||
{
|
||||
var temp = curNode.Value.Nodes.FirstOrDefault(n => n.Key == keyword);
|
||||
@@ -683,7 +683,7 @@ namespace OpenRA.Utility
|
||||
|
||||
var newYaml = new List<MiniYamlNode>();
|
||||
|
||||
var keywords = new List<string>{ "AddsResourceType", "Size", "Delay", "ValidTargets", "InvalidTargets" };
|
||||
var keywords = new List<string> { "AddsResourceType", "Size", "Delay", "ValidTargets", "InvalidTargets" };
|
||||
|
||||
foreach(var keyword in keywords)
|
||||
{
|
||||
@@ -702,7 +702,7 @@ namespace OpenRA.Utility
|
||||
|
||||
var newYaml = new List<MiniYamlNode>();
|
||||
|
||||
var keywords = new List<string>{ "SmudgeType", "Size", "Delay", "ValidTargets", "InvalidTargets" };
|
||||
var keywords = new List<string> { "SmudgeType", "Size", "Delay", "ValidTargets", "InvalidTargets" };
|
||||
|
||||
foreach(var keyword in keywords)
|
||||
{
|
||||
@@ -722,7 +722,7 @@ namespace OpenRA.Utility
|
||||
|
||||
var newYaml = new List<MiniYamlNode>();
|
||||
|
||||
var keywords = new List<string>{ "Explosion", "ImpactSound", "Delay", "ValidTargets", "InvalidTargets", "ValidImpactTypes", "InvalidImpactTypes" };
|
||||
var keywords = new List<string> { "Explosion", "ImpactSound", "Delay", "ValidTargets", "InvalidTargets", "ValidImpactTypes", "InvalidImpactTypes" };
|
||||
|
||||
foreach(var keyword in keywords)
|
||||
{
|
||||
@@ -743,7 +743,7 @@ namespace OpenRA.Utility
|
||||
|
||||
var newYaml = new List<MiniYamlNode>();
|
||||
|
||||
var keywords = new List<string>{ "WaterExplosion", "WaterImpactSound", "Delay", "ValidTargets", "InvalidTargets", "ValidImpactTypes", "InvalidImpactTypes" };
|
||||
var keywords = new List<string> { "WaterExplosion", "WaterImpactSound", "Delay", "ValidTargets", "InvalidTargets", "ValidImpactTypes", "InvalidImpactTypes" };
|
||||
|
||||
foreach(var keyword in keywords)
|
||||
{
|
||||
|
||||
@@ -147,28 +147,24 @@ Atomic:
|
||||
IonCannon:
|
||||
ValidTargets: Ground, Air
|
||||
Warhead@1Dam_impact: SpreadDamage
|
||||
Spread: 1c0
|
||||
Range: 0, 1c1, 2c1, 2c512
|
||||
Damage: 100
|
||||
Falloff: 1000, 368, 135, 50, 18, 7, 0
|
||||
Falloff: 1000, 1000, 250, 100
|
||||
InfDeath: 5
|
||||
ValidTargets: Ground, Air
|
||||
Warhead@2Res_impact: DestroyResource
|
||||
Warhead@3Smu_impact: LeaveSmudge
|
||||
Warhead@2Smu_impact: LeaveSmudge
|
||||
SmudgeType: Scorch
|
||||
Warhead@4Res_area: DestroyResource
|
||||
Size: 2,1
|
||||
Delay: 3
|
||||
Warhead@5Smu_area: LeaveSmudge
|
||||
SmudgeType: Scorch
|
||||
Size: 2,1
|
||||
Delay: 3
|
||||
Warhead@6Res_area2: DestroyResource
|
||||
Size: 1
|
||||
Delay: 3
|
||||
Warhead@7Smu_area2: LeaveSmudge
|
||||
Warhead@3Smu_area: LeaveSmudge
|
||||
SmudgeType: Scorch
|
||||
Size: 1
|
||||
Delay: 3
|
||||
Warhead@4Res_area2: DestroyResource
|
||||
Size: 2
|
||||
Delay: 6
|
||||
Warhead@5Smu_area2: LeaveSmudge
|
||||
SmudgeType: Scorch
|
||||
Size: 2,1
|
||||
Delay: 6
|
||||
|
||||
Sniper:
|
||||
Report: RAMGUN2.AUD
|
||||
|
||||
Reference in New Issue
Block a user