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

@@ -137,5 +137,37 @@ namespace OpenRA.GameRules
return ret;
}
public bool IsValidAgainst(Actor a)
{
var targetable = a.TraitOrDefault<ITargetable>();
if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any())
return false;
if (Warheads.All(w => w.EffectivenessAgainst(a) <= 0))
return false;
return true;
}
public bool IsValidAgainst(Target target, World world)
{
if (!target.IsValid)
return false;
if (target.IsActor)
return IsValidAgainst(target.Actor);
else
{
var cell = target.CenterPosition.ToCPos();
if (ValidTargets.Contains("Ground") && world.GetTerrainType(cell) != "Water")
return true;
if (ValidTargets.Contains("Water") && world.GetTerrainType(cell) == "Water")
return true;
return false;
}
}
}
}

View File

@@ -116,7 +116,7 @@ namespace OpenRA.Mods.RA
if (target.IsInRange(self.CenterPosition, minRange))
return;
if (!IsValidAgainst(self.World, target))
if (!Weapon.IsValidAgainst(target, self.World))
return;
var barrel = Barrels[Burst % Barrels.Length];
@@ -172,14 +172,6 @@ namespace OpenRA.Mods.RA
}
}
public bool IsValidAgainst(World world, Target target)
{
if (target.IsActor)
return Combat.WeaponValidForTarget(Weapon, target.Actor);
else
return Combat.WeaponValidForTarget(Weapon, world, target.CenterPosition.ToCPos());
}
public bool IsReloading { get { return FireDelay > 0; } }
public WVec MuzzleOffset(Actor self, Barrel b)

View File

@@ -139,10 +139,10 @@ namespace OpenRA.Mods.RA
public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
public bool HasAnyValidWeapons(Target t) { return Armaments.Any(a => a.IsValidAgainst(self.World, t)); }
public bool HasAnyValidWeapons(Target t) { return Armaments.Any(a => a.Weapon.IsValidAgainst(t, self.World)); }
public WRange GetMaximumRange() { return new WRange((int)(1024*Armaments.Max(a => a.Weapon.Range))); }
public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.IsValidAgainst(self.World, t)); }
public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.Weapon.IsValidAgainst(t, self.World)); }
public void AttackTarget(Target target, bool queued, bool allowMove)
{

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;
}
}
}