Fix #51
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@@ -12,47 +12,54 @@ using System.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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using System.Linq;
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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; // distance (in pixels) from the explosion center at which damage is 1/2.
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public readonly float[] Verses = { 1, 1, 1, 1, 1 }; // damage vs each armortype
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public readonly bool Ore = false; // can this damage ore?
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public readonly string Explosion = null; // explosion effect to use
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public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
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public readonly string SmudgeType = null; // type of smudge to apply
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public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
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public readonly int InfDeath = 0; // infantry death animation to use
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public readonly string ImpactSound = null; // sound to play on impact
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public readonly string WaterImpactSound = null; // sound to play on impact with water
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public readonly int Damage = 0; // how much (raw) damage to deal
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public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
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public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
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[FieldLoader.Load] public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
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[FieldLoader.LoadUsing( "LoadVersus" )]
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public readonly Dictionary<string, float> Versus; // damage vs each armortype
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[FieldLoader.Load] public readonly bool Ore = false; // can this damage ore?
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[FieldLoader.Load] public readonly string Explosion = null; // explosion effect to use
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[FieldLoader.Load] public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
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[FieldLoader.Load] public readonly string SmudgeType = null; // type of smudge to apply
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[FieldLoader.Load] public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
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[FieldLoader.Load] public readonly int InfDeath = 0; // infantry death animation to use
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[FieldLoader.Load] public readonly string ImpactSound = null; // sound to play on impact
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[FieldLoader.Load] public readonly string WaterImpactSound = null; // sound to play on impact with water
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[FieldLoader.Load] public readonly int Damage = 0; // how much (raw) damage to deal
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[FieldLoader.Load] public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
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[FieldLoader.Load] public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
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public float EffectivenessAgainst(Actor self)
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{
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var health = self.Info.Traits.GetOrDefault<HealthInfo>();
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if (health == null) return 0f;
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var armor = self.Info.Traits.GetOrDefault<ArmorInfo>();
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if (armor == null || armor.Type == null) return 1;
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return Verses[(int)(health.Armor)];
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float versus;
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return Versus.TryGetValue(armor.Type, out versus) ? versus : 1;
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}
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public WarheadInfo( MiniYaml yaml )
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{
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FieldLoader.Load( this, yaml );
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}
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static object LoadVersus( MiniYaml y )
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{
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return y.NodesDict.ContainsKey( "Versus" )
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? y.NodesDict[ "Versus" ].NodesDict.ToDictionary(
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a => a.Key,
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a => (float)FieldLoader.GetValue( "(value)", typeof( float ), a.Value.Value ) )
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: new Dictionary<string, float>();
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}
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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 DamageModel
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{
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