Move warheads into mod code.

This commit is contained in:
Paul Chote
2014-08-17 20:01:21 +12:00
parent 34ca30c9f1
commit 8e8e02dae8
7 changed files with 13 additions and 9 deletions

View File

@@ -0,0 +1,71 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.GameRules
{
public abstract class DamageWarhead : Warhead
{
[Desc("How much (raw) damage to deal")]
public readonly int Damage = 0;
[Desc("Infantry death animation to use")]
public readonly string InfDeath = "1";
[Desc("Whether we should prevent prone response for infantry.")]
public readonly bool PreventProne = false;
[Desc("By what percentage should damage be modified against prone infantry.")]
public readonly int ProneModifier = 50;
[FieldLoader.LoadUsing("LoadVersus")]
[Desc("Damage vs each armortype. 0% = can't target.")]
public readonly Dictionary<string, float> Versus;
public static object LoadVersus(MiniYaml yaml)
{
var nd = yaml.ToDictionary();
return nd.ContainsKey("Versus")
? nd["Versus"].ToDictionary(my => FieldLoader.GetValue<float>("(value)", my.Value))
: new Dictionary<string, float>();
}
public override float EffectivenessAgainst(ActorInfo ai)
{
var health = ai.Traits.GetOrDefault<HealthInfo>();
if (health == null)
return 0f;
var armor = ai.Traits.GetOrDefault<ArmorInfo>();
if (armor == null || armor.Type == null)
return 1f;
float versus;
return Versus.TryGetValue(armor.Type, out versus) ? versus : 1f;
}
public override void DoImpact(Target target, Actor firedBy, float firepowerModifier)
{
// Used by traits that damage a single actor, rather than a position
if (target.Type == TargetType.Actor)
DoImpact(target.Actor, firedBy, firepowerModifier);
else
DoImpact(target.CenterPosition, firedBy, firepowerModifier);
}
public abstract void DoImpact(Actor target, Actor firedBy, float firepowerModifier);
public abstract void DoImpact(WPos pos, Actor firedBy, float firepowerModifier);
}
}