Centralize weapon validity check into WeaponInfo.

This commit is contained in:
Paul Chote
2013-07-07 10:48:29 +12:00
parent 4b1323ada5
commit 87361df043
4 changed files with 37 additions and 31 deletions

View File

@@ -178,7 +178,8 @@ namespace OpenRA.Mods.RA
static float GetDamageToInflict(Actor target, ProjectileArgs args, WarheadInfo warhead, float modifier)
{
// don't hit air units with splash from ground explosions, etc
if (!WeaponValidForTarget(args.weapon, target)) return 0f;
if (!args.weapon.IsValidAgainst(target))
return 0f;
var health = target.Info.Traits.GetOrDefault<HealthInfo>();
if( health == null ) return 0f;
@@ -190,24 +191,5 @@ namespace OpenRA.Mods.RA
return (float)(rawDamage * multiplier);
}
public static bool WeaponValidForTarget(WeaponInfo weapon, Actor target)
{
var targetable = target.TraitOrDefault<ITargetable>();
if (targetable == null || !weapon.ValidTargets.Intersect(targetable.TargetTypes).Any())
return false;
if (weapon.Warheads.All( w => w.EffectivenessAgainst(target) <= 0))
return false;
return true;
}
public static bool WeaponValidForTarget(WeaponInfo weapon, World world, CPos location)
{
if (weapon.ValidTargets.Contains("Ground") && world.GetTerrainType(location) != "Water") return true;
if (weapon.ValidTargets.Contains("Water") && world.GetTerrainType(location) == "Water") return true;
return false;
}
}
}