Add TerrainModifiesDamage trait.
^Infantry take 80% damage on Rough terrain in D2k.
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75
OpenRA.Mods.Common/Traits/Infantry/TerrainModifiesDamage.cs
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75
OpenRA.Mods.Common/Traits/Infantry/TerrainModifiesDamage.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class TerrainModifiesDamageInfo : ITraitInfo
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{
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[FieldLoader.LoadUsing("LoadPercents")]
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[Desc("Damage percentage for specific terrain types. 120 = 120%, 80 = 80%, etc.")]
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public readonly Dictionary<string, int> TerrainModifier = null;
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[Desc("Modify healing damage? For example: A friendly medic.")]
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public readonly bool ModifyHealing = false;
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public object Create(ActorInitializer init) { return new TerrainModifiesDamage(init.Self, this); }
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static object LoadPercents(MiniYaml y)
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{
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MiniYaml percents;
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if (!y.ToDictionary().TryGetValue("TerrainModifier", out percents))
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return new Dictionary<string, int>();
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return percents.Nodes.ToDictionary(
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kv => FieldLoader.GetValue<string>("(key)", kv.Key),
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kv => FieldLoader.GetValue<int>("(value)", kv.Value.Value));
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}
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}
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public class TerrainModifiesDamage : IDamageModifier
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{
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public readonly TerrainModifiesDamageInfo Info;
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readonly Actor self;
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public TerrainModifiesDamage(Actor self, TerrainModifiesDamageInfo info)
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{
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Info = info;
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this.self = self;
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}
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public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
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{
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var percent = 100;
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if (attacker.Owner.IsAlliedWith(self.Owner) && warhead.Damage < 0 && !Info.ModifyHealing)
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return percent;
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var world = self.World;
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var map = world.Map;
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var tileSet = world.TileSet;
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var tiles = map.MapTiles.Value;
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var pos = map.CellContaining(self.CenterPosition);
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var terrainType = tileSet[tileSet.GetTerrainIndex(tiles[pos])].Type;
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if (!Info.TerrainModifier.ContainsKey(terrainType))
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return percent;
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return Info.TerrainModifier[terrainType];
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}
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}
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}
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