This commit is contained in:
alzeih
2010-08-31 19:10:53 +12:00
parent af157867d8
commit c88ea2bd7c
9 changed files with 420 additions and 142 deletions

View File

@@ -12,47 +12,54 @@ using System.Collections.Generic;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Traits;
using System.Linq;
namespace OpenRA.GameRules
{
public class WarheadInfo
{
public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
public readonly float[] Verses = { 1, 1, 1, 1, 1 }; // damage vs each armortype
public readonly bool Ore = false; // can this damage ore?
public readonly string Explosion = null; // explosion effect to use
public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
public readonly string SmudgeType = null; // type of smudge to apply
public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
public readonly int InfDeath = 0; // infantry death animation to use
public readonly string ImpactSound = null; // sound to play on impact
public readonly string WaterImpactSound = null; // sound to play on impact with water
public readonly int Damage = 0; // how much (raw) damage to deal
public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
[FieldLoader.Load] public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
[FieldLoader.LoadUsing( "LoadVersus" )]
public readonly Dictionary<string, float> Versus; // damage vs each armortype
[FieldLoader.Load] public readonly bool Ore = false; // can this damage ore?
[FieldLoader.Load] public readonly string Explosion = null; // explosion effect to use
[FieldLoader.Load] public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
[FieldLoader.Load] public readonly string SmudgeType = null; // type of smudge to apply
[FieldLoader.Load] public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
[FieldLoader.Load] public readonly int InfDeath = 0; // infantry death animation to use
[FieldLoader.Load] public readonly string ImpactSound = null; // sound to play on impact
[FieldLoader.Load] public readonly string WaterImpactSound = null; // sound to play on impact with water
[FieldLoader.Load] public readonly int Damage = 0; // how much (raw) damage to deal
[FieldLoader.Load] public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
[FieldLoader.Load] public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
public float EffectivenessAgainst(Actor self)
{
var health = self.Info.Traits.GetOrDefault<HealthInfo>();
if (health == null) return 0f;
var armor = self.Info.Traits.GetOrDefault<ArmorInfo>();
if (armor == null || armor.Type == null) return 1;
return Verses[(int)(health.Armor)];
float versus;
return Versus.TryGetValue(armor.Type, out versus) ? versus : 1;
}
public WarheadInfo( MiniYaml yaml )
{
FieldLoader.Load( this, yaml );
}
static object LoadVersus( MiniYaml y )
{
return y.NodesDict.ContainsKey( "Versus" )
? y.NodesDict[ "Versus" ].NodesDict.ToDictionary(
a => a.Key,
a => (float)FieldLoader.GetValue( "(value)", typeof( float ), a.Value.Value ) )
: new Dictionary<string, float>();
}
}
public enum ArmorType
{
none = 0,
wood = 1,
light = 2,
heavy = 3,
concrete = 4,
}
public enum DamageModel
{

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@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -225,6 +225,7 @@
<Compile Include="GameRules\Settings.cs" />
<Compile Include="Support\Arguments.cs" />
<Compile Include="Traits\ActorStance.cs" />
<Compile Include="Traits\Armor.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
@@ -270,4 +271,4 @@
<Target Name="AfterBuild">
</Target>
-->
</Project>
</Project>

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@@ -0,0 +1,26 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System;
using OpenRA.Traits;
using OpenRA.GameRules;
using System.Collections.Generic;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class ArmorInfo : ITraitInfo
{
[FieldLoader.Load] public readonly string Type = null;
public object Create (ActorInitializer init) { return new Armor(); }
}
public class Armor {}
}

View File

@@ -22,7 +22,6 @@ namespace OpenRA.Traits
public class HealthInfo : ITraitInfo
{
public readonly int HP = 0;
public readonly ArmorType Armor = ArmorType.none;
public virtual object Create(ActorInitializer init) { return new Health(init, this); }
}