more cleanup
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121
OpenRA.Game/GameRules/WeaponInfo.cs
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121
OpenRA.Game/GameRules/WeaponInfo.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.FileFormats;
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using OpenRA.Effects;
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using System;
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namespace OpenRA.GameRules
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{
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public class WarheadInfo
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{
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public readonly int Spread = 1;
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public readonly float[] Verses = { 1, 1, 1, 1, 1 };
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public readonly bool Wall = false;
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public readonly bool Wood = false;
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public readonly bool Ore = false;
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public readonly int Explosion = 0;
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public readonly SmudgeType SmudgeType = SmudgeType.None;
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public readonly int[] SmudgeSize = { 0, 0 };
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public readonly int InfDeath = 0;
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public readonly string ImpactSound = null;
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public readonly string WaterImpactSound = null;
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public readonly int Damage = 0; // for new weapons infrastructure
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public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant
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public float EffectivenessAgainst(ArmorType at) { return Verses[(int)at]; }
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}
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public enum ArmorType
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{
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none = 0,
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wood = 1,
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light = 2,
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heavy = 3,
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concrete = 4,
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}
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public enum SmudgeType
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{
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None = 0,
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Crater = 1,
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Scorch = 2,
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}
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public class ProjectileArgs
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{
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public WeaponInfo weapon;
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public Actor firedBy;
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public int2 src;
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public int srcAltitude;
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public int facing;
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public Actor target;
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public int2 dest;
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public int destAltitude;
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}
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public interface IProjectileInfo { IEffect Create(ProjectileArgs args); }
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public class WeaponInfo
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{
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public readonly float Range = 0;
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public readonly string Report = null;
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public readonly int ROF = 1;
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public readonly int Burst = 1;
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public readonly bool Charges = false;
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public IProjectileInfo Projectile;
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public List<WarheadInfo> Warheads = new List<WarheadInfo>();
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public WeaponInfo(string name, MiniYaml content)
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{
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foreach (var kv in content.Nodes)
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{
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var key = kv.Key.Split('@')[0];
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switch (key)
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{
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case "Range": FieldLoader.LoadField(this, "Range", content.Nodes["Range"].Value); break;
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case "ROF": FieldLoader.LoadField(this, "ROF", content.Nodes["ROF"].Value); break;
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case "Report": FieldLoader.LoadField(this, "Report", content.Nodes["Report"].Value); break;
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case "Burst": FieldLoader.LoadField(this, "Burst", content.Nodes["Burst"].Value); break;
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case "Charges": FieldLoader.LoadField(this, "Charges", content.Nodes["Charges"].Value); break;
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case "Warhead":
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{
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var warhead = new WarheadInfo();
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FieldLoader.Load(warhead, kv.Value);
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Warheads.Add(warhead);
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} break;
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// in this case, it's an implementation of IProjectileInfo
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default:
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{
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var fullTypeName = typeof(IEffect).Namespace + "." + key + "Info";
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Projectile = (IProjectileInfo)typeof(IEffect).Assembly.CreateInstance(fullTypeName);
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if (Projectile == null)
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throw new InvalidOperationException("Cannot locate projectile type: {0}".F(key));
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FieldLoader.Load(Projectile, kv.Value);
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} break;
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}
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}
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}
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}
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}
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