Convert weapon plumbing to use integer damage modifiers.

This commit is contained in:
Paul Chote
2014-08-17 17:33:50 +12:00
parent 8e8e02dae8
commit 57ba1b54b4
27 changed files with 75 additions and 75 deletions

View File

@@ -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);
}
}