Custom Warheads refactor

Changes included:

Warhead code split out of weapon code and refactored.
Warhead functionality now split into several classes, each handling one effect/impact.

Additional custom warheads can now be defined and called via yaml.
Custom warheads inherit the abstract class Warhead,
which provides target check functions.

Custom warheads have to define their own impact functions,
and can also define their own replacement for check
functions.
This commit is contained in:
UberWaffe
2014-07-09 17:58:06 +02:00
parent f84b1c145e
commit c972b39687
59 changed files with 2275 additions and 1233 deletions

View File

@@ -509,10 +509,16 @@ namespace OpenRA
internal Func<MiniYaml, object> GetLoader(Type type)
{
const BindingFlags flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static;
const BindingFlags flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static | BindingFlags.FlattenHierarchy;
if (!string.IsNullOrEmpty(Loader))
return (Func<MiniYaml, object>)Delegate.CreateDelegate(typeof(Func<MiniYaml, object>), type.GetMethod(Loader, flags));
{
var method = type.GetMethod(Loader, flags);
if (method == null)
throw new InvalidOperationException("{0} does not specify a loader function '{1}'".F(type.Name, Loader));
return (Func<MiniYaml, object>)Delegate.CreateDelegate(typeof(Func<MiniYaml, object>), method);
}
return null;
}

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@@ -0,0 +1,102 @@
#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.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.GameRules
{
[Desc("Base warhead class. This can be used to derive other warheads from.")]
public abstract class Warhead
{
[Desc("What types of targets are affected.")]
public readonly string[] ValidTargets = { "Air", "Ground", "Water" };
[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
public readonly string[] InvalidTargets = { };
[Desc("Delay in ticks before applying the warhead effect.","0 = instant (old model).")]
public readonly int Delay = 0;
public abstract void DoImpact(Target target, Actor firedBy, float firepowerModifier);
public abstract float EffectivenessAgainst(ActorInfo ai);
public bool IsValidAgainst(Target target, World world, Actor firedBy)
{
if (target.Type == TargetType.Actor)
return IsValidAgainst(target.Actor, firedBy);
if (target.Type == TargetType.FrozenActor)
return IsValidAgainst(target.FrozenActor, firedBy);
if (target.Type == TargetType.Terrain)
{
var cell = world.Map.CellContaining(target.CenterPosition);
if (!world.Map.Contains(cell))
return false;
var cellInfo = world.Map.GetTerrainInfo(cell);
if (!ValidTargets.Intersect(cellInfo.TargetTypes).Any()
|| InvalidTargets.Intersect(cellInfo.TargetTypes).Any())
return false;
return true;
}
return false;
}
public bool IsValidAgainst(Actor victim, Actor firedBy)
{
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
return InTargetList(victim, firedBy, ValidTargets) &&
!InTargetList(victim, firedBy, InvalidTargets);
}
public static bool InTargetList(Actor victim, Actor firedBy, string[] targetList)
{
if (!targetList.Any())
return false;
var targetable = victim.TraitOrDefault<ITargetable>();
if (targetable == null)
return false;
if (!targetList.Intersect(targetable.TargetTypes).Any())
return false;
return true;
}
public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
{
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
return InTargetList(victim, firedBy, ValidTargets) &&
!InTargetList(victim, firedBy, InvalidTargets);
}
public static bool InTargetList(FrozenActor victim, Actor firedBy, string[] targetList)
{
// Frozen Actors need to be handled slightly differently. Since FrozenActor.Actor can be null if the Actor is dead.
if (!targetList.Any())
return false;
var targetable = victim.Info.Traits.GetOrDefault<ITargetableInfo>();
if (targetable == null)
return false;
if (!targetList.Intersect(targetable.GetTargetTypes()).Any())
return false;
return true;
}
}
}

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@@ -0,0 +1,84 @@
#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 class AbsoluteSpreadDamageWarhead : DamageWarhead
{
[Desc("Maximum spread of the associated SpreadFactor.")]
public readonly WRange[] Spread = { new WRange(43) };
[Desc("What factor to multiply the Damage by for this spread range.", "Each factor specified must have an associated Spread defined.")]
public readonly float[] SpreadFactor = { 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 void DoImpact(WPos pos, Actor firedBy, float firepowerModifier)
{
var world = firedBy.World;
for (var i = 0; i < Spread.Length; i++)
{
var currentSpread = Spread[i];
var currentFactor = SpreadFactor[i];
var previousSpread = WRange.Zero;
if (i > 0)
previousSpread = Spread[i - 1];
if (currentFactor <= 0f)
continue;
var hitActors = world.FindActorsInCircle(pos, currentSpread);
if (previousSpread.Range > 0)
hitActors.Except(world.FindActorsInCircle(pos, previousSpread));
foreach (var victim in hitActors)
if (IsValidAgainst(victim, firedBy))
{
var damage = GetDamageToInflict(victim, firedBy, firepowerModifier * currentFactor);
victim.InflictDamage(firedBy, damage, this);
}
}
}
public void DoImpact(Actor victim, Actor firedBy, float firepowerModifier)
{
if (IsValidAgainst(victim, firedBy))
{
var currentFactor = SpreadFactor[0];
var damage = (int)GetDamageToInflict(victim, firedBy, firepowerModifier * currentFactor);
victim.InflictDamage(firedBy, damage, this);
}
}
public int GetDamageToInflict(Actor target, Actor firedBy, float modifier)
{
var healthInfo = target.Info.Traits.GetOrDefault<HealthInfo>();
if (healthInfo == null)
return 0;
var rawDamage = (float)Damage;
return (int)(rawDamage * modifier * EffectivenessAgainst(target.Info));
}
}
}

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@@ -0,0 +1,59 @@
#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;
}
}
}

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@@ -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 class HealthPercentageDamageWarhead : DamageWarhead
{
[Desc("Size of the area. Damage will be applied to this area.", "If two spreads are defined, the area of effect is a ring, where the second value is the inner radius.")]
public readonly WRange[] Spread = { new WRange(43), WRange.Zero };
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 void DoImpact(WPos pos, Actor firedBy, float firepowerModifier)
{
var world = firedBy.World;
var range = Spread[0];
var hitActors = world.FindActorsInCircle(pos, range);
if (Spread.Length > 1 && Spread[1].Range > 0)
hitActors.Except(world.FindActorsInCircle(pos, Spread[1]));
foreach (var victim in hitActors)
DoImpact(victim, firedBy, firepowerModifier);
}
public void DoImpact(Actor victim, Actor firedBy, float firepowerModifier)
{
if (IsValidAgainst(victim, firedBy))
{
var damage = GetDamageToInflict(victim, firedBy, firepowerModifier);
if (damage != 0) // will be 0 if the target doesn't have HealthInfo
{
var healthInfo = victim.Info.Traits.Get<HealthInfo>();
damage = (float)(damage / 100 * healthInfo.HP);
}
victim.InflictDamage(firedBy, (int)damage, this);
}
}
public float GetDamageToInflict(Actor target, Actor firedBy, float modifier)
{
var healthInfo = target.Info.Traits.GetOrDefault<HealthInfo>();
if (healthInfo == null)
return 0;
var rawDamage = (float)Damage;
return rawDamage * modifier * EffectivenessAgainst(target.Info);
}
}
}

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@@ -0,0 +1,65 @@
#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 class PerCellDamageWarhead : DamageWarhead
{
[Desc("Size of the area. Damage will be applied to this area.")]
public readonly int[] Size = { 0, 0 };
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 void DoImpact(WPos pos, Actor firedBy, float firepowerModifier)
{
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0;
var affectedTiles = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]);
foreach (var t in affectedTiles)
foreach (var victim in world.ActorMap.GetUnitsAt(t))
DoImpact(victim, firedBy, firepowerModifier);
}
public void DoImpact(Actor victim, Actor firedBy, float firepowerModifier)
{
if (IsValidAgainst(victim, firedBy))
{
var damage = GetDamageToInflict(victim, firedBy, firepowerModifier);
victim.InflictDamage(firedBy, damage, this);
}
}
public int GetDamageToInflict(Actor target, Actor firedBy, float modifier)
{
var healthInfo = target.Info.Traits.GetOrDefault<HealthInfo>();
if (healthInfo == null)
return 0;
var rawDamage = (float)Damage;
return (int)(rawDamage * modifier * EffectivenessAgainst(target.Info));
}
}
}

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@@ -0,0 +1,83 @@
#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 class SpreadDamageWarhead : DamageWarhead
{
[Desc("For Normal DamageModel: Distance from the explosion center at which damage is 1/2.")]
public readonly WRange Spread = new WRange(43);
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 void DoImpact(WPos pos, Actor firedBy, float firepowerModifier)
{
var world = firedBy.World;
var maxSpread = new WRange((int)(Spread.Range * (float)Math.Log(Math.Abs(Damage), 2)));
var hitActors = world.FindActorsInCircle(pos, maxSpread);
foreach (var victim in hitActors)
if (IsValidAgainst(victim, firedBy))
{
var damage = (int)GetDamageToInflict(pos, victim, firedBy, firepowerModifier);
victim.InflictDamage(firedBy, damage, this);
}
}
public void DoImpact(Actor victim, Actor firedBy, float firepowerModifier)
{
if (IsValidAgainst(victim, firedBy))
{
var damage = GetDamageToInflict(victim.CenterPosition, victim, firedBy, firepowerModifier);
victim.InflictDamage(firedBy, damage, this);
}
}
public int GetDamageToInflict(WPos pos, Actor target, Actor firedBy, float modifier)
{
var healthInfo = target.Info.Traits.GetOrDefault<HealthInfo>();
if (healthInfo == null)
return 0;
var distance = Math.Max(0, (target.CenterPosition - pos).Length - healthInfo.Radius.Range);
var falloff = (float)GetDamageFalloff(distance * 1f / Spread.Range);
var rawDamage = (float)(falloff * Damage);
return (int)(rawDamage * modifier * EffectivenessAgainst(target.Info));
}
static readonly float[] falloff =
{
1f, 0.3678795f, 0.1353353f, 0.04978707f,
0.01831564f, 0.006737947f, 0.002478752f, 0.000911882f
};
static float GetDamageFalloff(float x)
{
var u = (int)x;
if (u >= falloff.Length - 1) return 0;
var t = x - u;
return (falloff[u] * (1 - t)) + (falloff[u + 1] * t);
}
}
}

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@@ -8,6 +8,7 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
@@ -15,83 +16,6 @@ using OpenRA.Traits;
namespace OpenRA.GameRules
{
public class WarheadInfo
{
[Desc("Distance from the explosion center at which damage is 1/2.")]
public readonly WRange Spread = new WRange(43);
[Desc("Maximum Spread. If a value >= Spread is set, this sets a fixed maximum area of damage.")]
public readonly WRange MaxSpread = new WRange(0);
[FieldLoader.LoadUsing("LoadVersus")]
[Desc("Damage vs each armortype. 0% = can't target.")]
public readonly Dictionary<string, float> Versus;
[Desc("Can this damage resource patches?")]
public readonly bool DestroyResources = false;
[Desc("Will this splatter resources and which?")]
public readonly string AddsResourceType = null;
[Desc("Explosion effect to use.")]
public readonly string Explosion = null;
[Desc("Palette to use for explosion effect.")]
public readonly string ExplosionPalette = "effect";
[Desc("Explosion effect on hitting water (usually a splash).")]
public readonly string WaterExplosion = null;
[Desc("Palette to use for effect on hitting water (usually a splash).")]
public readonly string WaterExplosionPalette = "effect";
[Desc("Type of smudge to apply to terrain.")]
public readonly string[] SmudgeType = { };
[Desc("Size of the explosion. provide 2 values for a ring effect (outer/inner).")]
public readonly int[] Size = { 0, 0 };
[Desc("Infantry death animation to use")]
public readonly string InfDeath = "1";
[Desc("Sound to play on impact.")]
public readonly string ImpactSound = null;
[Desc("Sound to play on impact with water")]
public readonly string WaterImpactSound = null;
[Desc("How much (raw) damage to deal")]
public readonly int Damage = 0;
[Desc("Delay in ticks before dealing the damage, 0 = instant (old model).")]
public readonly int Delay = 0;
[Desc("Which damage model to use.")]
public readonly DamageModel DamageModel = DamageModel.Normal;
[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;
public 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 1;
float versus;
return Versus.TryGetValue(armor.Type, out versus) ? versus : 1;
}
public WarheadInfo(MiniYaml yaml)
{
FieldLoader.Load(this, yaml);
}
static object LoadVersus(MiniYaml y)
{
var nd = y.ToDictionary();
return nd.ContainsKey("Versus")
? nd["Versus"].ToDictionary(my => FieldLoader.GetValue<float>("(value)", my.Value))
: new Dictionary<string, float>();
}
}
public enum DamageModel
{
Normal, // classic RA damage model: point actors, distance-based falloff
PerCell, // like RA's "nuke damage"
HealthPercentage // for MAD Tank
}
public class ProjectileArgs
{
public WeaponInfo Weapon;
@@ -107,20 +31,38 @@ namespace OpenRA.GameRules
public class WeaponInfo
{
[Desc("The maximum range the weapon can fire.")]
public readonly WRange Range = WRange.Zero;
[Desc("The sound played when the weapon is fired.")]
public readonly string[] Report = null;
[Desc("Rate of Fire")]
[Desc("Rate of Fire = Delay in ticks between reloading ammo magazines.")]
public readonly int ROF = 1;
[Desc("Number of shots in a single ammo magazine.")]
public readonly int Burst = 1;
public readonly bool Charges = false;
public readonly string Palette = "effect";
[Desc("What types of targets are affected.")]
public readonly string[] ValidTargets = { "Ground", "Water" };
[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
public readonly string[] InvalidTargets = { };
[Desc("Delay in ticks between firing shots from the same ammo magazine.")]
public readonly int BurstDelay = 5;
[Desc("The minimum range the weapon can fire.")]
public readonly WRange MinRange = WRange.Zero;
[FieldLoader.LoadUsing("LoadProjectile")] public IProjectileInfo Projectile;
[FieldLoader.LoadUsing("LoadWarheads")] public List<WarheadInfo> Warheads;
[FieldLoader.LoadUsing("LoadProjectile")]
public readonly IProjectileInfo Projectile;
[FieldLoader.LoadUsing("LoadWarheads")]
public readonly List<Warhead> Warheads = new List<Warhead>();
public WeaponInfo(string name, MiniYaml content)
{
@@ -139,47 +81,24 @@ namespace OpenRA.GameRules
static object LoadWarheads(MiniYaml yaml)
{
var ret = new List<WarheadInfo>();
foreach (var w in yaml.Nodes)
if (w.Key.Split('@')[0] == "Warhead")
ret.Add(new WarheadInfo(w.Value));
var retList = new List<Warhead>();
foreach (var node in yaml.Nodes.Where(n => n.Key.StartsWith("Warhead")))
{
var ret = Game.CreateObject<Warhead>(node.Value.Value + "Warhead");
FieldLoader.Load(ret, node.Value);
retList.Add(ret);
}
return ret;
return retList;
}
public bool IsValidAgainst(Actor a)
{
var targetable = a.TraitOrDefault<ITargetable>();
if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any()
|| InvalidTargets.Intersect(targetable.TargetTypes).Any())
return false;
if (Warheads.All(w => w.EffectivenessAgainst(a.Info) <= 0))
return false;
return true;
}
public bool IsValidAgainst(FrozenActor a)
{
var targetable = a.Info.Traits.GetOrDefault<ITargetableInfo>();
if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()
|| InvalidTargets.Intersect(targetable.GetTargetTypes()).Any())
return false;
if (Warheads.All(w => w.EffectivenessAgainst(a.Info) <= 0))
return false;
return true;
}
public bool IsValidAgainst(Target target, World world)
public bool IsValidAgainst(Target target, World world, Actor firedBy)
{
if (target.Type == TargetType.Actor)
return IsValidAgainst(target.Actor);
return IsValidAgainst(target.Actor, firedBy);
if (target.Type == TargetType.FrozenActor)
return IsValidAgainst(target.FrozenActor);
return IsValidAgainst(target.FrozenActor, firedBy);
if (target.Type == TargetType.Terrain)
{
@@ -197,5 +116,47 @@ namespace OpenRA.GameRules
return false;
}
public bool IsValidAgainst(Actor victim, Actor firedBy)
{
if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))
return false;
var targetable = victim.TraitOrDefault<ITargetable>();
if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any()
|| InvalidTargets.Intersect(targetable.TargetTypes).Any())
return false;
return true;
}
public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
{
// Frozen Actors are treated slightly differently.
if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))
return false;
var targetable = victim.Info.Traits.GetOrDefault<ITargetableInfo>();
if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()
|| InvalidTargets.Intersect(targetable.GetTargetTypes()).Any())
return false;
return true;
}
public void Impact(WPos pos, Actor firedBy, float damageModifier)
{
foreach (var wh in Warheads)
{
Action a;
a = () => wh.DoImpact(Target.FromPos(pos), firedBy, damageModifier);
if (wh.Delay > 0)
firedBy.World.AddFrameEndTask(
w => w.Add(new DelayedAction(wh.Delay, a)));
else
a();
}
}
}
}

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@@ -75,6 +75,12 @@
</ItemGroup>
<ItemGroup>
<Compile Include="Actor.cs" />
<Compile Include="GameRules\Warhead.cs" />
<Compile Include="GameRules\Warheads\AbsoluteSpreadDamageWarhead.cs" />
<Compile Include="GameRules\Warheads\DamageWarhead.cs" />
<Compile Include="GameRules\Warheads\HealthPercentageDamageWarhead.cs" />
<Compile Include="GameRules\Warheads\PerCellDamageWarhead.cs" />
<Compile Include="GameRules\Warheads\SpreadDamageWarhead.cs" />
<Compile Include="Graphics\QuadRenderer.cs" />
<Compile Include="Download.cs" />
<Compile Include="Effects\DelayedAction.cs" />

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@@ -98,7 +98,7 @@ namespace OpenRA.Traits
nd.AppliedDamage(repairer, self, ai);
}
public void InflictDamage(Actor self, Actor attacker, int damage, WarheadInfo warhead, bool ignoreModifiers)
public void InflictDamage(Actor self, Actor attacker, int damage, DamageWarhead warhead, bool ignoreModifiers)
{
if (IsDead) return; /* overkill! don't count extra hits as more kills! */
@@ -177,7 +177,7 @@ namespace OpenRA.Traits
return (health == null) ? DamageState.Undamaged : health.DamageState;
}
public static void InflictDamage(this Actor self, Actor attacker, int damage, WarheadInfo warhead)
public static void InflictDamage(this Actor self, Actor attacker, int damage, DamageWarhead warhead)
{
if (self.Destroyed) return;
var health = self.TraitOrDefault<Health>();

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@@ -27,7 +27,7 @@ namespace OpenRA.Traits
public class AttackInfo
{
public Actor Attacker;
public WarheadInfo Warhead;
public DamageWarhead Warhead;
public int Damage;
public DamageState DamageState;
public DamageState PreviousDamageState;
@@ -149,7 +149,7 @@ namespace OpenRA.Traits
}
public interface IRenderModifier { IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r); }
public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); }
public interface IDamageModifier { float GetDamageModifier(Actor attacker, DamageWarhead warhead); }
public interface ISpeedModifier { decimal GetSpeedModifier(); }
public interface IFirepowerModifier { float GetFirepowerModifier(); }
public interface ILoadsPalettes { void LoadPalettes(WorldRenderer wr); }