Remove check for full health for negative damage warheads
This commit is contained in:
committed by
reaperrr
parent
99de33bbe3
commit
6a599e57f6
@@ -593,6 +593,7 @@
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<Compile Include="Traits\World\ActorSpawnManager.cs" />
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<Compile Include="Traits\ActorSpawner.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemovedDemolishLocking.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemoveNegativeDamageFullHealthCheck.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RenameCrateActionNotification.cs" />
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<Compile Include="UpdateRules\Rules\20180923\CloakRequiresConditionToPause.cs" />
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<Compile Include="UpdateRules\Rules\20180923\MergeCaptureTraits.cs" />
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@@ -0,0 +1,70 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class RemoveNegativeDamageFullHealthCheck : UpdateRule
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{
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public override string Name { get { return "Negative damage weapons are now valid against full-health targets."; } }
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public override string Description
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{
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get
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{
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return "Negative-damage weapons are no longer automatically invalid against targets that have full health.\n" +
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"Previous behaviour can be restored by enabling a Targetable trait using GrantConditionOnDamageState.\n" +
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"Affected weapons are listed so that conditions may be manually defined.";
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}
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}
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static readonly string[] DamageWarheads =
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{
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"TargetDamage",
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"SpreadDamage",
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"HealthPercentageDamage"
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};
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readonly Dictionary<string, List<string>> locations = new Dictionary<string, List<string>>();
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public override IEnumerable<string> AfterUpdate(ModData modData)
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{
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if (locations.Any())
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yield return "The following weapons may now target actors that have full health. Review their\n" +
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"target types and, if necessary, use GrantConditionOnDamageState to enable\n" +
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"a conditional Targetable trait with the appropriate target type when damaged:\n" +
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UpdateUtils.FormatMessageList(locations.Select(
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kv => kv.Key + ":\n" + UpdateUtils.FormatMessageList(kv.Value)));
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locations.Clear();
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}
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public override IEnumerable<string> UpdateWeaponNode(ModData modData, MiniYamlNode weaponNode)
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{
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var used = new List<string>();
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foreach (var node in weaponNode.ChildrenMatching("Warhead"))
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{
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foreach (var warhead in DamageWarheads)
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if (node.NodeValue<string>() == warhead && node.ChildrenMatching("Damage").Any(d => d.NodeValue<int>() < 0))
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used.Add(node.Key);
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if (used.Any())
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{
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var location = "{0} ({1})".F(weaponNode.Key, node.Location.Filename);
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locations[location] = used;
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}
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}
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yield break;
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}
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}
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}
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@@ -107,6 +107,7 @@ namespace OpenRA.Mods.Common.UpdateRules
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new CloakRequiresConditionToPause(),
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new AddBotOrderManager(),
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new AddHarvesterBotModule(),
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new RemoveNegativeDamageFullHealthCheck(),
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})
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};
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@@ -34,9 +34,6 @@ namespace OpenRA.Mods.Common.Warheads
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if (!victim.Info.HasTraitInfo<IHealthInfo>())
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return false;
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if (Damage < 0 && victim.GetDamageState() == DamageState.Undamaged)
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return false;
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return base.IsValidAgainst(victim, firedBy);
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}
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