factor in burst delay

This commit is contained in:
Matthias Mailänder
2014-06-15 20:12:47 +02:00
parent e0ba2046b5
commit 6d2dfabb41

View File

@@ -568,7 +568,7 @@ namespace OpenRA.Utility
vsArmor = vsArmor + ";vs. " + armorType;
var dump = new StringBuilder();
dump.AppendLine("Name;Faction;Health;Cost;Weapon;Damage;Burst;Rate of Fire;Damage per Second" + vsArmor);
dump.AppendLine("Name;Faction;Health;Cost;Weapon;Damage;Burst;Delay;Rate of Fire;Damage per Second" + vsArmor);
var line = 1;
foreach (var actorInfo in rules.Actors.Values)
@@ -615,16 +615,17 @@ namespace OpenRA.Utility
var burst = weapon.Burst.ToString();
var warhead = weapon.Warheads.First(); // TODO
var damage = warhead.Damage.ToString();
var damagePerSecond = "=(F{0}*G{0})/H{0}*25".F(line);
var delay = weapon.BurstDelay;
var damagePerSecond = "=(F{0}*G{0})/(H{0}+G{0}*I{0})*25".F(line);
var versus = "";
foreach (var armorType in armorList)
{
var vs = warhead.Versus.ContainsKey(armorType) ? warhead.Versus[armorType] : 1f;
versus = versus + "=I{0}*{1};".F(line, vs);
versus = versus + "=J{0}*{1};".F(line, vs);
}
dump.Append(";{0};{1};{2};{3};{4};{5}".F(weaponName, damage, burst, rateOfFire, damagePerSecond, versus));
dump.Append(";{0};{1};{2};{3};{4};{5};{6}".F(weaponName, damage, burst, delay, rateOfFire, damagePerSecond, versus));
}
}
dump.AppendLine();