Convert weapon plumbing to use integer damage modifiers.
This commit is contained in:
@@ -42,30 +42,31 @@ namespace OpenRA.GameRules
|
||||
: new Dictionary<string, float>();
|
||||
}
|
||||
|
||||
public override float EffectivenessAgainst(ActorInfo ai)
|
||||
public override int EffectivenessAgainst(ActorInfo ai)
|
||||
{
|
||||
var health = ai.Traits.GetOrDefault<HealthInfo>();
|
||||
if (health == null)
|
||||
return 0f;
|
||||
return 0;
|
||||
|
||||
var armor = ai.Traits.GetOrDefault<ArmorInfo>();
|
||||
if (armor == null || armor.Type == null)
|
||||
return 1f;
|
||||
return 100;
|
||||
|
||||
// TODO: Change versus definitions to integer percentages
|
||||
float versus;
|
||||
return Versus.TryGetValue(armor.Type, out versus) ? versus : 1f;
|
||||
return Versus.TryGetValue(armor.Type, out versus) ? (int)(versus * 100) : 100;
|
||||
}
|
||||
|
||||
public override void DoImpact(Target target, Actor firedBy, float firepowerModifier)
|
||||
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
|
||||
{
|
||||
// Used by traits that damage a single actor, rather than a position
|
||||
if (target.Type == TargetType.Actor)
|
||||
DoImpact(target.Actor, firedBy, firepowerModifier);
|
||||
DoImpact(target.Actor, firedBy, damageModifiers);
|
||||
else
|
||||
DoImpact(target.CenterPosition, firedBy, firepowerModifier);
|
||||
DoImpact(target.CenterPosition, firedBy, damageModifiers);
|
||||
}
|
||||
|
||||
public abstract void DoImpact(Actor target, Actor firedBy, float firepowerModifier);
|
||||
public abstract void DoImpact(WPos pos, Actor firedBy, float firepowerModifier);
|
||||
public abstract void DoImpact(Actor target, Actor firedBy, IEnumerable<int> damageModifiers);
|
||||
public abstract void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -27,9 +27,9 @@ namespace OpenRA.GameRules
|
||||
[Desc("Delay in ticks before applying the warhead effect.","0 = instant (old model).")]
|
||||
public readonly int Delay = 0;
|
||||
|
||||
public abstract void DoImpact(Target target, Actor firedBy, float firepowerModifier);
|
||||
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
|
||||
|
||||
public virtual float EffectivenessAgainst(ActorInfo ai) { return 0f; }
|
||||
public virtual int EffectivenessAgainst(ActorInfo ai) { return 0; }
|
||||
|
||||
public bool IsValidAgainst(Target target, World world, Actor firedBy)
|
||||
{
|
||||
@@ -59,7 +59,7 @@ namespace OpenRA.GameRules
|
||||
public bool IsValidAgainst(Actor victim, Actor firedBy)
|
||||
{
|
||||
// If this warhead is ineffective against the target, then it is not a valid target
|
||||
if (EffectivenessAgainst(victim.Info) <= 0f)
|
||||
if (EffectivenessAgainst(victim.Info) <= 0)
|
||||
return false;
|
||||
|
||||
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
|
||||
@@ -84,7 +84,7 @@ namespace OpenRA.GameRules
|
||||
public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
|
||||
{
|
||||
// If this warhead is ineffective against the target, then it is not a valid target
|
||||
if (EffectivenessAgainst(victim.Info) <= 0f)
|
||||
if (EffectivenessAgainst(victim.Info) <= 0)
|
||||
return false;
|
||||
|
||||
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace OpenRA.GameRules
|
||||
public class ProjectileArgs
|
||||
{
|
||||
public WeaponInfo Weapon;
|
||||
public float FirepowerModifier = 1.0f;
|
||||
public IEnumerable<int> DamageModifiers;
|
||||
public int Facing;
|
||||
public WPos Source;
|
||||
public Actor SourceActor;
|
||||
@@ -144,13 +144,13 @@ namespace OpenRA.GameRules
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Impact(WPos pos, Actor firedBy, float damageModifier)
|
||||
public void Impact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
|
||||
{
|
||||
foreach (var wh in Warheads)
|
||||
{
|
||||
Action a;
|
||||
|
||||
a = () => wh.DoImpact(Target.FromPos(pos), firedBy, damageModifier);
|
||||
a = () => wh.DoImpact(Target.FromPos(pos), firedBy, damageModifiers);
|
||||
if (wh.Delay > 0)
|
||||
firedBy.World.AddFrameEndTask(
|
||||
w => w.Add(new DelayedAction(wh.Delay, a)));
|
||||
|
||||
Reference in New Issue
Block a user