Move warheads into mod code.
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71
OpenRA.Game/GameRules/DamageWarhead.cs
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71
OpenRA.Game/GameRules/DamageWarhead.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Effects;
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using OpenRA.Traits;
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namespace OpenRA.GameRules
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{
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public abstract class DamageWarhead : Warhead
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{
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[Desc("How much (raw) damage to deal")]
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public readonly int Damage = 0;
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[Desc("Infantry death animation to use")]
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public readonly string InfDeath = "1";
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[Desc("Whether we should prevent prone response for infantry.")]
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public readonly bool PreventProne = false;
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[Desc("By what percentage should damage be modified against prone infantry.")]
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public readonly int ProneModifier = 50;
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[FieldLoader.LoadUsing("LoadVersus")]
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[Desc("Damage vs each armortype. 0% = can't target.")]
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public readonly Dictionary<string, float> Versus;
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public static object LoadVersus(MiniYaml yaml)
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{
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var nd = yaml.ToDictionary();
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return nd.ContainsKey("Versus")
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? nd["Versus"].ToDictionary(my => FieldLoader.GetValue<float>("(value)", my.Value))
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: new Dictionary<string, float>();
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}
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public override float EffectivenessAgainst(ActorInfo ai)
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{
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var health = ai.Traits.GetOrDefault<HealthInfo>();
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if (health == null)
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return 0f;
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var armor = ai.Traits.GetOrDefault<ArmorInfo>();
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if (armor == null || armor.Type == null)
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return 1f;
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float versus;
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return Versus.TryGetValue(armor.Type, out versus) ? versus : 1f;
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}
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public override void DoImpact(Target target, Actor firedBy, float firepowerModifier)
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{
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// Used by traits that damage a single actor, rather than a position
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if (target.Type == TargetType.Actor)
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DoImpact(target.Actor, firedBy, firepowerModifier);
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else
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DoImpact(target.CenterPosition, firedBy, firepowerModifier);
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}
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public abstract void DoImpact(Actor target, Actor firedBy, float firepowerModifier);
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public abstract void DoImpact(WPos pos, Actor firedBy, float firepowerModifier);
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}
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}
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