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

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@@ -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); }

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@@ -10,6 +10,7 @@
using System.Collections.Generic;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.RA;
using OpenRA.Traits;
@@ -44,7 +45,8 @@ namespace OpenRA.Mods.Cnc.Effects
void Finish(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
Combat.DoExplosion(firedBy.PlayerActor, weapon, target.CenterPosition);
var weapon = world.Map.Rules.Weapons[this.weapon.ToLowerInvariant()];
weapon.Impact(target.CenterPosition, firedBy.PlayerActor, 1f);
}
}
}

View File

@@ -11,6 +11,7 @@
using System.Linq;
using OpenRA.Traits;
using OpenRA.Mods.RA;
using OpenRA.GameRules;
namespace OpenRA.Mods.Cnc
{
@@ -42,8 +43,7 @@ namespace OpenRA.Mods.Cnc
if (!info.Resources.Contains(r.Info.Name)) return;
var weapon = self.World.Map.Rules.Weapons[info.Weapon.ToLowerInvariant()];
self.InflictDamage(self.World.WorldActor, weapon.Warheads[0].Damage, weapon.Warheads[0]);
weapon.Impact(self.CenterPosition, self.World.WorldActor, 1f);
poisonTicks = weapon.ROF;
}
}

View File

@@ -65,9 +65,7 @@ namespace OpenRA.Mods.D2k
if (health.HP <= damageThreshold || --damageTicks > 0)
return;
foreach (var w in weapon.Warheads)
health.InflictDamage(self, self.World.WorldActor, w.Damage, w, false);
weapon.Impact(self.CenterPosition, self.World.WorldActor, 1f);
damageTicks = weapon.ROF;
}
}

View File

@@ -13,6 +13,7 @@ using System.Collections.Generic;
using System.Linq;
using AI.Fuzzy.Library;
using OpenRA.Mods.RA.Move;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.AI
@@ -195,8 +196,11 @@ namespace OpenRA.Mods.RA.AI
var sumOfDamage = 0;
var arms = a.TraitsImplementing<Armament>();
foreach (var arm in arms)
if (arm.Weapon.Warheads[0] != null)
sumOfDamage += arm.Weapon.Warheads[0].Damage;
{
var warhead = arm.Weapon.Warheads.Select(w => w as DamageWarhead).FirstOrDefault(w => w != null);
if (warhead != null)
sumOfDamage += warhead.Damage;
}
return sumOfDamage;
});
}

View File

@@ -63,7 +63,7 @@ namespace OpenRA.Mods.RA.Activities
mobile.IsMoving = false;
self.World.ActorMap.GetUnitsAt(mobile.toCell, mobile.toSubCell)
.Except(new []{self}).Where(t => weapon.IsValidAgainst(t))
.Except(new []{self}).Where(t => weapon.IsValidAgainst(t, self))
.Do(t => t.Kill(self));
return NextActivity;

View File

@@ -8,6 +8,7 @@
*/
#endregion
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Air
@@ -51,7 +52,10 @@ namespace OpenRA.Mods.RA.Air
if (self.CenterPosition.Z <= 0)
{
if (info.Explosion != null)
Combat.DoExplosion(self, info.Explosion, self.CenterPosition);
{
var weapon = self.World.Map.Rules.Weapons[info.Explosion.ToLowerInvariant()];
weapon.Impact(self.CenterPosition, self, 1f);
}
self.Destroy();
return null;

View File

@@ -142,7 +142,7 @@ namespace OpenRA.Mods.RA
if (Weapon.MinRange != WRange.Zero && target.IsInRange(self.CenterPosition, Weapon.MinRange))
return null;
if (!Weapon.IsValidAgainst(target, self.World))
if (!Weapon.IsValidAgainst(target, self.World, self))
return null;
var barrel = Barrels[Burst % Barrels.Length];

View File

@@ -12,6 +12,7 @@ using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
@@ -87,11 +88,11 @@ namespace OpenRA.Mods.RA
{
get
{
var armament = Armaments.FirstOrDefault();
var armament = Armaments.FirstOrDefault(a => a.Weapon.Warheads.Any(w => (w is DamageWarhead)));
if (armament == null)
yield break;
var negativeDamage = armament.Weapon.Warheads[0].Damage < 0;
var negativeDamage = (armament.Weapon.Warheads.FirstOrDefault(w => (w is DamageWarhead)) as DamageWarhead).Damage < 0;
yield return new AttackOrderTargeter(this, "Attack", 6, negativeDamage);
}
}
@@ -134,13 +135,13 @@ namespace OpenRA.Mods.RA
public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
public bool HasAnyValidWeapons(Target t) { return Armaments.Any(a => a.Weapon.IsValidAgainst(t, self.World)); }
public bool HasAnyValidWeapons(Target t) { return Armaments.Any(a => a.Weapon.IsValidAgainst(t, self.World, self)); }
public WRange GetMaximumRange()
{
return Armaments.Select(a => a.Weapon.Range).Append(WRange.Zero).Max();
}
public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.Weapon.IsValidAgainst(t, self.World)); }
public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.Weapon.IsValidAgainst(t, self.World, self)); }
public void AttackTarget(Target target, bool queued, bool allowMove)
{

View File

@@ -22,6 +22,8 @@ namespace OpenRA.Mods.RA
[Desc("How many game ticks should pass before closing the actor's turret.")]
public int CloseDelay = 125;
public int DefaultFacing = 0;
[Desc("The factor damage received is multiplied by while this actor is closed.")]
public float ClosedDamageMultiplier = 0.5f;
public override object Create(ActorInitializer init) { return new AttackPopupTurreted(init, this); }
@@ -103,7 +105,7 @@ namespace OpenRA.Mods.RA
}
}
public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return state == PopupState.Closed ? info.ClosedDamageMultiplier : 1f;
}

View File

@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
@@ -294,7 +295,8 @@ namespace OpenRA.Mods.RA
var initialDamage = Health.DamageState;
self.World.AddFrameEndTask(w =>
{
Combat.DoExplosion(saboteur, "Demolish", self.CenterPosition);
var weapon = saboteur.World.Map.Rules.Weapons["demolish"];
weapon.Impact(self.CenterPosition, saboteur, 1f);
self.World.WorldActor.Trait<ScreenShaker>().AddEffect(15, self.CenterPosition, 6);
self.Kill(saboteur);
});

View File

@@ -1,232 +0,0 @@
#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.GameRules;
using OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
// some utility bits that are shared between various things
public static class Combat
{
static string GetImpactSound(WarheadInfo warhead, bool isWater)
{
if (isWater && warhead.WaterImpactSound != null)
return warhead.WaterImpactSound;
if (warhead.ImpactSound != null)
return warhead.ImpactSound;
return null;
}
public static void DoImpact(WPos pos, WarheadInfo warhead, WeaponInfo weapon, Actor firedBy, float firepowerModifier)
{
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
if (!world.Map.Contains(targetTile))
return;
var isWater = pos.Z <= 0 && world.Map.GetTerrainInfo(targetTile).IsWater;
var explosionType = isWater ? warhead.WaterExplosion : warhead.Explosion;
var explosionTypePalette = isWater ? warhead.WaterExplosionPalette : warhead.ExplosionPalette;
if (explosionType != null)
world.AddFrameEndTask(w => w.Add(new Explosion(w, pos, explosionType, explosionTypePalette)));
Sound.Play(GetImpactSound(warhead, isWater), pos);
var smudgeLayers = world.WorldActor.TraitsImplementing<SmudgeLayer>().ToDictionary(x => x.Info.Type);
var resLayer = warhead.DestroyResources || !string.IsNullOrEmpty(warhead.AddsResourceType) ? world.WorldActor.Trait<ResourceLayer>() : null;
if (warhead.Size[0] > 0)
{
var allCells = world.Map.FindTilesInCircle(targetTile, warhead.Size[0]).ToList();
// `smudgeCells` might want to just be an outer shell of the cells:
IEnumerable<CPos> smudgeCells = allCells;
if (warhead.Size.Length == 2)
smudgeCells = smudgeCells.Except(world.Map.FindTilesInCircle(targetTile, warhead.Size[1]));
// Draw the smudges:
foreach (var sc in smudgeCells)
{
var smudgeType = world.Map.GetTerrainInfo(sc).AcceptsSmudgeType.FirstOrDefault(t => warhead.SmudgeType.Contains(t));
if (smudgeType == null) continue;
SmudgeLayer smudgeLayer;
if (!smudgeLayers.TryGetValue(smudgeType, out smudgeLayer))
throw new NotImplementedException("Unknown smudge type `{0}`".F(smudgeType));
smudgeLayer.AddSmudge(sc);
if (warhead.DestroyResources)
resLayer.Destroy(sc);
}
// Destroy all resources in range, not just the outer shell:
if (warhead.DestroyResources)
foreach (var cell in allCells)
resLayer.Destroy(cell);
// Splatter resources:
if (!string.IsNullOrEmpty(warhead.AddsResourceType))
{
var resourceType = world.WorldActor.TraitsImplementing<ResourceType>()
.FirstOrDefault(t => t.Info.Name == warhead.AddsResourceType);
if (resourceType == null)
Log.Write("debug", "Warhead defines an invalid resource type '{0}'".F(warhead.AddsResourceType));
else
{
foreach (var cell in allCells)
{
if (!resLayer.CanSpawnResourceAt(resourceType, cell))
continue;
var splash = world.SharedRandom.Next(1, resourceType.Info.MaxDensity - resLayer.GetResourceDensity(cell));
resLayer.AddResource(resourceType, cell, splash);
}
}
}
}
else
{
var smudgeType = world.Map.GetTerrainInfo(targetTile).AcceptsSmudgeType.FirstOrDefault(t => warhead.SmudgeType.Contains(t));
if (smudgeType != null)
{
SmudgeLayer smudgeLayer;
if (!smudgeLayers.TryGetValue(smudgeType, out smudgeLayer))
throw new NotImplementedException("Unknown smudge type `{0}`".F(smudgeType));
smudgeLayer.AddSmudge(targetTile);
}
}
if (warhead.DestroyResources)
world.WorldActor.Trait<ResourceLayer>().Destroy(targetTile);
switch (warhead.DamageModel)
{
case DamageModel.Normal:
{
var spreadMax = warhead.MaxSpread.Range;
var maxSpreadCalculation = spreadMax >= warhead.Spread.Range ? spreadMax : (warhead.Spread.Range * (float)Math.Log(Math.Abs(warhead.Damage), 2));
var maxSpread = new WRange((int)(maxSpreadCalculation));
var hitActors = world.FindActorsInCircle(pos, maxSpread);
foreach (var victim in hitActors)
{
var damage = (int)GetDamageToInflict(pos, victim, warhead, weapon, firepowerModifier, true);
victim.InflictDamage(firedBy, damage, warhead);
}
}
break;
case DamageModel.PerCell:
{
foreach (var t in world.Map.FindTilesInCircle(targetTile, warhead.Size[0]))
{
foreach (var unit in world.ActorMap.GetUnitsAt(t))
{
var damage = (int)GetDamageToInflict(pos, unit, warhead, weapon, firepowerModifier, false);
unit.InflictDamage(firedBy, damage, warhead);
}
}
}
break;
case DamageModel.HealthPercentage:
{
var range = new WRange(warhead.Size[0] * 1024);
var hitActors = world.FindActorsInCircle(pos, range);
foreach (var victim in hitActors)
{
var damage = GetDamageToInflict(pos, victim, warhead, weapon, firepowerModifier, false);
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, warhead);
}
}
break;
}
}
public static void DoImpacts(WPos pos, Actor firedBy, WeaponInfo weapon, float damageModifier)
{
foreach (var wh in weapon.Warheads)
{
var warhead = wh;
Action a = () => DoImpact(pos, warhead, weapon, firedBy, damageModifier);
if (warhead.Delay > 0)
firedBy.World.AddFrameEndTask(
w => w.Add(new DelayedAction(warhead.Delay, a)));
else
a();
}
}
public static void DoExplosion(Actor attacker, string weapontype, WPos pos)
{
var weapon = attacker.World.Map.Rules.Weapons[weapontype.ToLowerInvariant()];
if (weapon.Report != null && weapon.Report.Any())
Sound.Play(weapon.Report.Random(attacker.World.SharedRandom), pos);
DoImpacts(pos, attacker, weapon, 1f);
}
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);
}
static float GetDamageToInflict(WPos pos, Actor target, WarheadInfo warhead, WeaponInfo weapon, float modifier, bool withFalloff)
{
// don't hit air units with splash from ground explosions, etc
if (!weapon.IsValidAgainst(target))
return 0;
var healthInfo = target.Info.Traits.GetOrDefault<HealthInfo>();
if (healthInfo == null)
return 0;
var rawDamage = (float)warhead.Damage;
if (withFalloff)
{
var distance = Math.Max(0, (target.CenterPosition - pos).Length - healthInfo.Radius.Range);
var falloff = (float)GetDamageFalloff(distance * 1f / warhead.Spread.Range);
rawDamage = (float)(falloff * rawDamage);
}
return (float)(rawDamage * modifier * (float)warhead.EffectivenessAgainst(target.Info));
}
}
}

View File

@@ -8,6 +8,7 @@
*/
#endregion
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
@@ -28,7 +29,8 @@ namespace OpenRA.Mods.RA
public override void Activate(Actor collector)
{
Combat.DoExplosion(self, ((ExplodeCrateActionInfo)info).Weapon, collector.CenterPosition);
var weapon = self.World.Map.Rules.Weapons[((ExplodeCrateActionInfo)info).Weapon.ToLowerInvariant()];
weapon.Impact(collector.CenterPosition, self, 1f);
base.Activate(collector);
}
}

View File

@@ -172,7 +172,7 @@ namespace OpenRA.Mods.RA.Effects
world.AddFrameEndTask(w => w.Remove(this));
Combat.DoImpacts(pos, args.SourceActor, args.Weapon, args.FirepowerModifier);
args.Weapon.Impact(pos, args.SourceActor, args.FirepowerModifier);
}
}
}

View File

@@ -56,7 +56,7 @@ namespace OpenRA.Mods.RA.Effects
{
pos += new WVec(0, 0, args.PassiveTarget.Z - pos.Z);
world.AddFrameEndTask(w => w.Remove(this));
Combat.DoImpacts(pos, args.SourceActor, args.Weapon, args.FirepowerModifier);
args.Weapon.Impact(pos, args.SourceActor, args.FirepowerModifier);
}
anim.Tick();

View File

@@ -69,7 +69,7 @@ namespace OpenRA.Mods.RA.Effects
if (hitanim != null)
hitanim.PlayThen("idle", () => animationComplete = true);
Combat.DoImpacts(target, args.SourceActor, args.Weapon, args.FirepowerModifier);
args.Weapon.Impact(target, args.SourceActor, args.FirepowerModifier);
doneDamage = true;
}

View File

@@ -180,7 +180,7 @@ namespace OpenRA.Mods.RA.Effects
if (ticks <= info.Arm)
return;
Combat.DoImpacts(pos, args.SourceActor, args.Weapon, args.FirepowerModifier);
args.Weapon.Impact(pos, args.SourceActor, args.FirepowerModifier);
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)

View File

@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
@@ -79,7 +80,8 @@ namespace OpenRA.Mods.RA.Effects
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
Combat.DoExplosion(firedBy.PlayerActor, weapon, pos);
var weapon = world.Map.Rules.Weapons[this.weapon.ToLowerInvariant()];
weapon.Impact(pos, firedBy.PlayerActor, 1f);
world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
foreach (var a in world.ActorsWithTrait<NukePaletteEffect>())

View File

@@ -47,7 +47,7 @@ namespace OpenRA.Mods.RA.Effects
if (!doneDamage)
{
var pos = Args.GuidedTarget.IsValidFor(Args.SourceActor) ? Args.GuidedTarget.CenterPosition : Args.PassiveTarget;
Combat.DoImpacts(pos, Args.SourceActor, Args.Weapon, Args.FirepowerModifier);
Args.Weapon.Impact(pos, Args.SourceActor, Args.FirepowerModifier);
doneDamage = true;
}
}

View File

@@ -9,6 +9,7 @@
#endregion
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
@@ -43,9 +44,15 @@ namespace OpenRA.Mods.RA
if (explodesInfo.InfDeath != null && e.Warhead != null && !explodesInfo.InfDeath.Contains(e.Warhead.InfDeath))
return;
var weapon = ChooseWeaponForExplosion(self);
if (weapon != null)
Combat.DoExplosion(e.Attacker, weapon, self.CenterPosition);
var weaponName = ChooseWeaponForExplosion(self);
if (weaponName != null)
{
var weapon = e.Attacker.World.Map.Rules.Weapons[weaponName.ToLowerInvariant()];
if (weapon.Report != null && weapon.Report.Any())
Sound.Play(weapon.Report.Random(e.Attacker.World.SharedRandom), self.CenterPosition);
weapon.Impact(self.CenterPosition, e.Attacker, 1f);
}
}
string ChooseWeaponForExplosion(Actor self)

View File

@@ -82,7 +82,7 @@ namespace OpenRA.Mods.RA
}
}
public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return Level > 0 ? 1 / info.ArmorModifier[Level - 1] : 1;
}

View File

@@ -67,7 +67,7 @@ namespace OpenRA.Mods.RA
return FirepowerLevel > 0 ? (1 + FirepowerLevel * info.FirepowerModifier) : 1;
}
public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return ArmorLevel > 0 ? (1 / (1 + ArmorLevel * info.ArmorModifier)) : 1;
}

View File

@@ -18,6 +18,6 @@ namespace OpenRA.Mods.RA
class Invulnerable : IDamageModifier
{
public float GetDamageModifier(Actor attacker, WarheadInfo warhead) { return 0.0f; }
public float GetDamageModifier(Actor attacker, DamageWarhead warhead) { return 0.0f; }
}
}

View File

@@ -28,7 +28,7 @@ namespace OpenRA.Mods.RA
RemainingTicks--;
}
public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return (RemainingTicks > 0) ? 0.0f : 1.0f;
}

View File

@@ -10,6 +10,7 @@
using System.Collections.Generic;
using System.Drawing;
using OpenRA.GameRules;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Orders;
@@ -68,7 +69,10 @@ namespace OpenRA.Mods.RA
if (++tick >= info.ThumpInterval)
{
if (info.ThumpDamageWeapon != null)
Combat.DoExplosion(self, info.ThumpDamageWeapon, self.CenterPosition);
{
var weapon = self.World.Map.Rules.Weapons[info.ThumpDamageWeapon.ToLowerInvariant()];
weapon.Impact(self.CenterPosition, self, 1f);
}
screenShaker.AddEffect(info.ThumpShakeTime, self.CenterPosition, info.ThumpShakeIntensity, info.ThumpShakeMultiplier);
tick = 0;
}
@@ -104,7 +108,10 @@ namespace OpenRA.Mods.RA
self.World.AddFrameEndTask(w =>
{
if (info.DetonationWeapon != null)
Combat.DoExplosion(self, info.DetonationWeapon, self.CenterPosition);
{
var weapon = self.World.Map.Rules.Weapons[info.DetonationWeapon.ToLowerInvariant()];
weapon.Impact(self.CenterPosition, self, 1f);
}
self.Kill(self);
});
}

View File

@@ -188,7 +188,6 @@
<Compile Include="ChronoshiftPaletteEffect.cs" />
<Compile Include="Chronoshiftable.cs" />
<Compile Include="Cloak.cs" />
<Compile Include="Combat.cs" />
<Compile Include="ConquestVictoryConditions.cs" />
<Compile Include="ContainsCrate.cs" />
<Compile Include="Crate.cs" />
@@ -288,6 +287,10 @@
<Compile Include="Player\ProductionQueue.cs" />
<Compile Include="Player\ProvidesTechPrerequisite.cs" />
<Compile Include="PortableChrono.cs" />
<Compile Include="Warheads\DestroyResourceWarhead.cs" />
<Compile Include="Warheads\CreateEffectWarhead.cs" />
<Compile Include="Warheads\CreateResourceWarhead.cs" />
<Compile Include="Warheads\LeaveSmudgeWarhead.cs" />
<Compile Include="World\RadarPings.cs" />
<Compile Include="Player\TechTree.cs" />
<Compile Include="PrimaryBuilding.cs" />

View File

@@ -20,7 +20,7 @@ namespace OpenRA.Mods.RA
{
public bool Invulnerable = false;
public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return Invulnerable ? 0.0f : 1.0f;
}

View File

@@ -61,7 +61,7 @@ namespace OpenRA.Mods.RA
LocalOffset = WVec.Zero;
}
public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
public float GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return IsProne && warhead != null ? warhead.ProneModifier / 100f : 1f;
}

View File

@@ -0,0 +1,86 @@
#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.GameRules;
using OpenRA.Traits;
using OpenRA.Mods.RA.Effects;
namespace OpenRA.Mods.RA
{
public class CreateEffectWarhead : Warhead
{
[Desc("Size of the area. An explosion animation will be created in each tile.", "Provide 2 values for a ring effect (outer/inner).")]
public readonly int[] Size = { 0, 0 };
[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("Sound to play on impact.")]
public readonly string ImpactSound = null;
[Desc("Sound to play on impact with water")]
public readonly string WaterImpactSound = null;
public override void DoImpact(Target target, Actor firedBy, float firepowerModifier)
{
DoImpact(target.CenterPosition, firedBy, firepowerModifier);
}
public void DoImpact(WPos pos, Actor firedBy, float firepowerModifier)
{
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
if (!world.Map.Contains(targetTile))
return;
var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0;
var allCells = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]);
// Draw the effects
foreach (var currentCell in allCells)
{
var currentPos = world.Map.CenterOfCell(currentCell);
// TODO: #5937 should go in here after rebase.
var isWater = currentPos.Z <= 0 && world.Map.GetTerrainInfo(currentCell).IsWater;
var explosionType = isWater ? WaterExplosion : Explosion;
var explosionTypePalette = isWater ? WaterExplosionPalette : ExplosionPalette;
if (explosionType != null)
world.AddFrameEndTask(w => w.Add(new Explosion(w, currentPos, explosionType, explosionTypePalette)));
}
string sound = null;
var isTargetWater = pos.Z <= 0 && world.Map.GetTerrainInfo(targetTile).IsWater;
if (isTargetWater && WaterImpactSound != null)
sound = WaterImpactSound;
if (ImpactSound != null)
sound = ImpactSound;
Sound.Play(sound, pos);
}
public override float EffectivenessAgainst(ActorInfo ai) { return 1f; }
}
}

View File

@@ -0,0 +1,66 @@
#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.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class CreateResourceWarhead : Warhead
{
[Desc("Size of the area. The resources are seeded within this area.", "Provide 2 values for a ring effect (outer/inner).")]
public readonly int[] Size = { 0, 0 };
[Desc("Will this splatter resources and which?")]
public readonly string AddsResourceType = null;
// TODO: Allow maximum resource splatter to be defined. (Per tile, and in total).
public override void DoImpact(Target target, Actor firedBy, float firepowerModifier)
{
DoImpact(target.CenterPosition, firedBy, firepowerModifier);
}
public void DoImpact(WPos pos, Actor firedBy, float firepowerModifier)
{
if (string.IsNullOrEmpty(AddsResourceType))
return;
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
var resLayer = world.WorldActor.Trait<ResourceLayer>();
var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0;
var allCells = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]);
var resourceType = world.WorldActor.TraitsImplementing<ResourceType>()
.FirstOrDefault(t => t.Info.Name == AddsResourceType);
if (resourceType == null)
Log.Write("debug", "Warhead defines an invalid resource type '{0}'".F(AddsResourceType));
else
{
foreach (var cell in allCells)
{
if (!resLayer.CanSpawnResourceAt(resourceType, cell))
continue;
var splash = world.SharedRandom.Next(1, resourceType.Info.MaxDensity - resLayer.GetResourceDensity(cell));
resLayer.AddResource(resourceType, cell, splash);
}
}
}
public override float EffectivenessAgainst(ActorInfo ai) { return 1f; }
}
}

View File

@@ -0,0 +1,47 @@
#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.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class DestroyResourceWarhead : Warhead
{
[Desc("Size of the area. The resources are seeded within this area.", "Provide 2 values for a ring effect (outer/inner).")]
public readonly int[] Size = { 0, 0 };
// TODO: Allow maximum resource removal to be defined. (Per tile, and in total).
public override void DoImpact(Target target, Actor firedBy, float firepowerModifier)
{
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 resLayer = world.WorldActor.Trait<ResourceLayer>();
var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0;
var allCells = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]);
// Destroy all resources in the selected tiles
foreach (var cell in allCells)
resLayer.Destroy(cell);
}
public override float EffectivenessAgainst(ActorInfo ai) { return 1f; }
}
}

View File

@@ -0,0 +1,58 @@
#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.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class LeaveSmudgeWarhead : Warhead
{
[Desc("Size of the area. A smudge will be created in each tile.", "Provide 2 values for a ring effect (outer/inner).")]
public readonly int[] Size = { 0, 0 };
[Desc("Type of smudge to apply to terrain.")]
public readonly string[] SmudgeType = { };
public override void DoImpact(Target target, Actor firedBy, float firepowerModifier)
{
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 smudgeLayers = world.WorldActor.TraitsImplementing<SmudgeLayer>().ToDictionary(x => x.Info.Type);
var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0;
var allCells = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]);
// Draw the smudges:
foreach (var sc in allCells)
{
var smudgeType = world.Map.GetTerrainInfo(sc).AcceptsSmudgeType.FirstOrDefault(t => SmudgeType.Contains(t));
if (smudgeType == null) continue;
SmudgeLayer smudgeLayer;
if (!smudgeLayers.TryGetValue(smudgeType, out smudgeLayer))
throw new NotImplementedException("Unknown smudge type `{0}`".F(smudgeType));
smudgeLayer.AddSmudge(sc);
}
}
public override float EffectivenessAgainst(ActorInfo ai) { return 1f; }
}
}

View File

@@ -396,6 +396,180 @@ namespace OpenRA.Utility
node.Key = "DestroyResources";
}
if (engineVersion < 20140720)
{
// Split out the warheads to individual warhead types.
if (depth == 0)
{
var warheadCounter = 0;
foreach(var curNode in node.Value.Nodes.ToArray())
{
if (curNode.Key.Contains("Warhead") && curNode.Value.Value == null)
{
var newNodes = new List<MiniYamlNode>();
var oldNodeAtName = "";
if (curNode.Key.Contains('@'))
oldNodeAtName = "_" + curNode.Key.Split('@')[1];
// Per Cell Damage Model
if (curNode.Value.Nodes.Where(n => n.Key.Contains("DamageModel") &&
n.Value.Value.Contains("PerCell")).Any())
{
warheadCounter++;
var newYaml = new List<MiniYamlNode>();
var keywords = new List<String>{ "Size","Damage","InfDeath","PreventProne","ProneModifier","Delay","ValidTargets","InvalidTargets" };
foreach(var keyword in keywords)
{
var temp = curNode.Value.Nodes.FirstOrDefault(n => n.Key == keyword);
if (temp != null)
newYaml.Add(new MiniYamlNode(keyword, temp.Value.Value));
}
var tempVersus = curNode.Value.Nodes.FirstOrDefault(n => n.Key == "Versus");
if (tempVersus != null)
newYaml.Add(new MiniYamlNode("Versus", tempVersus.Value));
newNodes.Add(new MiniYamlNode("Warhead@" + warheadCounter.ToString() + "Dam" + oldNodeAtName, "PerCellDamage", newYaml));
}
// HealthPercentage damage model
if (curNode.Value.Nodes.Where(n => n.Key.Contains("DamageModel") &&
n.Value.Value.Contains("HealthPercentage")).Any())
{
warheadCounter++;
var newYaml = new List<MiniYamlNode>();
var temp = curNode.Value.Nodes.FirstOrDefault(n => n.Key == "Size"); // New HealthPercentage warhead allows spreads, as opposed to size
if (temp != null)
{
var newValue = temp.Value.Value.Split(',').First() + "c0";
if (temp.Value.Value.Contains(','))
newValue = newValue + "," + temp.Value.Value.Split(',')[1] + "c0"; ;
newYaml.Add(new MiniYamlNode("Spread", newValue));
}
var keywords = new List<String>{ "Damage","InfDeath","PreventProne","ProneModifier","Delay","ValidTargets","InvalidTargets" };
foreach(var keyword in keywords)
{
var temp2 = curNode.Value.Nodes.FirstOrDefault(n => n.Key == keyword);
if (temp2 != null)
newYaml.Add(new MiniYamlNode(keyword, temp2.Value.Value));
}
var tempVersus = curNode.Value.Nodes.FirstOrDefault(n => n.Key == "Versus");
if (tempVersus != null)
newYaml.Add(new MiniYamlNode("Versus", tempVersus.Value));
newNodes.Add(new MiniYamlNode("Warhead@" + warheadCounter.ToString() + "Dam" + oldNodeAtName, "HealthPercentageDamage", newYaml));
}
// SpreadDamage
{ // Always occurs, since by definition all warheads were SpreadDamage warheads before
warheadCounter++;
var newYaml = new List<MiniYamlNode>();
var keywords = new List<String>{ "Spread","Damage","InfDeath","PreventProne","ProneModifier","Delay","ValidTargets","InvalidTargets" };
foreach(var keyword in keywords)
{
var temp = curNode.Value.Nodes.FirstOrDefault(n => n.Key == keyword);
if (temp != null)
newYaml.Add(new MiniYamlNode(keyword, temp.Value.Value));
}
var tempVersus = curNode.Value.Nodes.FirstOrDefault(n => n.Key == "Versus");
if (tempVersus != null)
newYaml.Add(new MiniYamlNode("Versus", tempVersus.Value));
newNodes.Add(new MiniYamlNode("Warhead@" + warheadCounter.ToString() + "Dam" + oldNodeAtName, "SpreadDamage", newYaml));
}
// DestroyResource
if (curNode.Value.Nodes.Where(n => n.Key.Contains("DestroyResources") ||
n.Key.Contains("Ore")).Any())
{
warheadCounter++;
var newYaml = new List<MiniYamlNode>();
var keywords = new List<String>{ "Size","Delay","ValidTargets","InvalidTargets" };
foreach(var keyword in keywords)
{
var temp = curNode.Value.Nodes.FirstOrDefault(n => n.Key == keyword);
if (temp != null)
newYaml.Add(new MiniYamlNode(keyword, temp.Value.Value));
}
newNodes.Add(new MiniYamlNode("Warhead@" + warheadCounter.ToString() + "Res" + oldNodeAtName, "DestroyResource", newYaml));
}
// CreateResource
if (curNode.Value.Nodes.Where(n => n.Key.Contains("AddsResourceType")).Any())
{
warheadCounter++;
var newYaml = new List<MiniYamlNode>();
var keywords = new List<String>{ "AddsResourceType","Size","Delay","ValidTargets","InvalidTargets" };
foreach(var keyword in keywords)
{
var temp = curNode.Value.Nodes.FirstOrDefault(n => n.Key == keyword);
if (temp != null)
newYaml.Add(new MiniYamlNode(keyword, temp.Value.Value));
}
newNodes.Add(new MiniYamlNode("Warhead@" + warheadCounter.ToString() + "Res" + oldNodeAtName, "CreateResource", newYaml));
}
// LeaveSmudge
if (curNode.Value.Nodes.Where(n => n.Key.Contains("SmudgeType")).Any())
{
warheadCounter++;
var newYaml = new List<MiniYamlNode>();
var keywords = new List<String>{ "SmudgeType","Size","Delay","ValidTargets","InvalidTargets" };
foreach(var keyword in keywords)
{
var temp = curNode.Value.Nodes.FirstOrDefault(n => n.Key == keyword);
if (temp != null)
newYaml.Add(new MiniYamlNode(keyword, temp.Value.Value));
}
newNodes.Add(new MiniYamlNode("Warhead@" + warheadCounter.ToString() + "Smu" + oldNodeAtName, "LeaveSmudge", newYaml));
}
// CreateEffect
if (curNode.Value.Nodes.Where(n => n.Key.Contains("Explosion") ||
n.Key.Contains("WaterExplosion") ||
n.Key.Contains("ImpactSound") ||
n.Key.Contains("WaterImpactSound")).Any())
{
warheadCounter++;
var newYaml = new List<MiniYamlNode>();
var keywords = new List<String>{ "Explosion","WaterExplosion","ImpactSound","WaterImpactSound","Delay","ValidTargets","InvalidTargets" };
foreach(var keyword in keywords)
{
var temp = curNode.Value.Nodes.FirstOrDefault(n => n.Key == keyword);
if (temp != null)
newYaml.Add(new MiniYamlNode(keyword, temp.Value.Value));
}
newNodes.Add(new MiniYamlNode("Warhead@" + warheadCounter.ToString() + "Eff" + oldNodeAtName, "CreateEffect", newYaml));
}
node.Value.Nodes.InsertRange(node.Value.Nodes.IndexOf(curNode),newNodes);
node.Value.Nodes.Remove(curNode);
}
}
}
}
UpgradeWeaponRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}

View File

@@ -535,10 +535,10 @@ VoxelSequences:
Weapons:
BoatMissile:
Warhead:
Warhead: SpreadDamage
Versus:
Heavy: 50%
Damage: 50
Damage: 50
Voices:

View File

@@ -572,7 +572,7 @@ VoxelSequences:
Weapons:
Tiberium:
Warhead:
Warhead: SpreadDamage
Damage: 6
Voices:

View File

@@ -653,7 +653,7 @@ VoxelSequences:
Weapons:
Tiberium:
Warhead:
Warhead: SpreadDamage
Damage: 4
Voices:

View File

@@ -913,7 +913,7 @@ VoxelSequences:
Weapons:
Rockets:
Warhead:
Warhead: SpreadDamage
Versus:
None: 20%

File diff suppressed because it is too large Load Diff

View File

@@ -8,16 +8,17 @@ LMG:
TrailInterval: 1
ContrailDelay: 0
ContrailUsePlayerColor: true
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 96
Damage: 15
InfDeath: 2
Versus:
Wood: 25%
Light: 40%
Heavy: 10%
Concrete: 20%
Warhead@2Eff: CreateEffect
Explosion: piffs
InfDeath: 2
Damage: 15
Bazooka:
ROF: 50
@@ -32,18 +33,20 @@ Bazooka:
Image: RPG
ROT: 5
RangeLimit: 35
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 96
Damage: 50
InfDeath: 4
Versus:
None: 10%
Wood: 75%
Light: 60%
Heavy: 90%
Concrete: 40%
Explosion: small_explosion
InfDeath: 4
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater, RockCrater
Damage: 50
Warhead@3Eff: CreateEffect
Explosion: small_explosion
ImpactSound: EXPLSML1.WAV
Sniper:
@@ -56,16 +59,16 @@ Sniper:
TrailInterval: 1
ContrailDelay: 0
ContrailUsePlayerColor: true
Warhead:
Damage: 60
Warhead@1Dam: SpreadDamage
Spread: 32
Damage: 60
InfDeath: 2
Versus:
None: 100%
Wood: 0%
Light: 1%
Heavy: 0%
Concrete: 0%
InfDeath: 2
Vulcan:
ROF: 30
@@ -78,16 +81,17 @@ Vulcan:
TrailInterval: 1
ContrailDelay: 0
ContrailUsePlayerColor: true
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 96
Damage: 30
InfDeath: 2
Versus:
Wood: 0%
Light: 60%
Heavy: 10%
Concrete: 0%
Warhead@2Eff: CreateEffect
Explosion: piffs
InfDeath: 2
Damage: 30
Slung:
ROF: 60
@@ -102,17 +106,18 @@ Slung:
Angle: 88
Inaccuracy: 384
Image: MISSILE
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 192
Damage: 30
InfDeath: 4
Versus:
None: 0%
Wood: 75%
Light: 40%
Heavy: 90%
Concrete: 50%
Warhead@2Eff: CreateEffect
Explosion: small_explosion
InfDeath: 4
Damage: 30
ImpactSound: EXPLLG5.WAV
HMG:
@@ -127,16 +132,17 @@ HMG:
TrailInterval: 1
ContrailDelay: 0
ContrailUsePlayerColor: true
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 96
Damage: 30
InfDeath: 2
Versus:
Wood: 15%
Light: 45%
Heavy: 20%
Concrete: 20%
Warhead@2Eff: CreateEffect
Explosion: piffs
InfDeath: 2
Damage: 30
HMGo:
ROF: 30
@@ -150,16 +156,17 @@ HMGo:
TrailInterval: 1
ContrailDelay: 0
ContrailUsePlayerColor: true
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 96
Damage: 40
InfDeath: 2
Versus:
Wood: 15%
Light: 45%
Heavy: 25%
Concrete: 20%
Warhead@2Eff: CreateEffect
Explosion: piffs
InfDeath: 2
Damage: 40
QuadRockets:
ROF: 40
@@ -175,19 +182,21 @@ QuadRockets:
ROT: 10
Speed: 256
RangeLimit: 40
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 96
Damage: 25
InfDeath: 4
Versus:
None: 35%
Wood: 45%
Light: 100%
Heavy: 100%
Concrete: 35%
InfDeath: 4
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater, RockCrater
Warhead@3Eff: CreateEffect
Explosion: med_explosion
ImpactSound: EXPLSML1.WAV
SmudgeType: SandCrater, RockCrater
Damage: 25
TurretGun:
ROF: 35
@@ -199,18 +208,20 @@ TurretGun:
Shadow: no
Inaccuracy: 288
Image: 120mm
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 256
Damage: 55
InfDeath: 4
Versus:
None: 50%
Wood: 75%
Light: 100%
Concrete: 65%
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater, RockCrater
Warhead@3Eff: CreateEffect
Explosion: small_napalm
ImpactSound: EXPLSML4.WAV
InfDeath: 4
SmudgeType: SandCrater, RockCrater
Damage: 55
TowerMissile:
ROF: 35
@@ -230,19 +241,21 @@ TowerMissile:
Speed: 256
RangeLimit: 50
Angle: 110
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 384
Damage: 50
InfDeath: 3
Versus:
None: 50%
Wood: 45%
Light: 100%
Heavy: 50%
Concrete: 35%
InfDeath: 3
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater, RockCrater
Warhead@3Eff: CreateEffect
Explosion: small_explosion
ImpactSound: EXPLMD1.WAV
SmudgeType: SandCrater, RockCrater
Damage: 50
90mm:
ROF: 50
@@ -252,18 +265,20 @@ TowerMissile:
Speed: 640
Inaccuracy: 384
Image: 120mm
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 256
Damage: 40
InfDeath: 4
Versus:
None: 50%
Wood: 50%
Light: 100%
Concrete: 50%
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater, RockCrater
Warhead@3Eff: CreateEffect
Explosion: small_napalm
ImpactSound: EXPLSML4.WAV
InfDeath: 4
SmudgeType: SandCrater, RockCrater
Damage: 40
90mma:
ROF: 50
@@ -273,18 +288,20 @@ TowerMissile:
Speed: 704
Inaccuracy: 352
Image: 120mm
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 256
Damage: 40
InfDeath: 4
Versus:
None: 50%
Wood: 50%
Light: 100%
Concrete: 50%
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater, RockCrater
Warhead@3Eff: CreateEffect
Explosion: small_napalm
ImpactSound: EXPLSML4.WAV
InfDeath: 4
SmudgeType: SandCrater, RockCrater
Damage: 40
DevBullet:
ROF: 50
@@ -293,18 +310,20 @@ DevBullet:
Projectile: Bullet
Speed: 640
Image: doubleblastbullet
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 256
Damage: 100
InfDeath: 4
Versus:
None: 100%
Wood: 50%
Light: 100%
Heavy: 100%
Concrete: 80%
Explosion: shockwave
InfDeath: 4
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater, RockCrater
Damage: 100
Warhead@3Eff: CreateEffect
Explosion: shockwave
227mm:
ROF: 100
@@ -324,19 +343,21 @@ DevBullet:
Image: MISSILE2
ROT: 5
ContrailLength: 5
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 384
Damage: 60
InfDeath: 4
Versus:
None: 20%
Wood: 50%
Light: 100%
Heavy: 50%
Concrete: 80%
InfDeath: 4
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater, RockCrater
Warhead@3Eff: CreateEffect
Explosion: mini_explosion
ImpactSound: EXPLMD3.WAV
SmudgeType: SandCrater, RockCrater
Damage: 60
FakeMissile:
ROF: 120
@@ -352,15 +373,17 @@ FakeMissile:
Image: MISSILE
ContrailLength: 15
ContrailUsePlayerColor: True
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 96
Damage: 10
Versus:
None: 0%
Wood: 0%
Concrete: 0%
Explosion: deviator
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater, RockCrater
Damage: 10
Warhead@3Eff: CreateEffect
Explosion: deviator
ImpactSound: EXPLSML2.WAV
155mm:
@@ -376,19 +399,21 @@ FakeMissile:
Inaccuracy: 1c256
ContrailLength: 20
Image: 155mm
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 384
Damage: 100
InfDeath: 3
Versus:
None: 100%
Wood: 80%
Light: 75%
Heavy: 50%
Concrete: 100%
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater, RockCrater
Warhead@3Eff: CreateEffect
Explosion: large_explosion
ImpactSound: EXPLLG3.WAV
InfDeath: 3
SmudgeType: SandCrater, RockCrater
Damage: 100
Sound:
ROF: 100
@@ -399,15 +424,15 @@ Sound:
HitAnim: laserfire
BeamDuration: 8
UsePlayerColor: true
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 32
Damage: 150
InfDeath: 6
Versus:
None: 60%
Wood: 85%
Light: 80%
Concrete: 75%
InfDeath: 6
Damage: 150
ChainGun:
ROF: 10
@@ -417,16 +442,17 @@ ChainGun:
Projectile: Bullet
Speed: 1c256
High: true
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 96
Damage: 20
InfDeath: 2
Versus:
Wood: 50%
Light: 60%
Heavy: 25%
Concrete: 25%
Warhead@2Eff: CreateEffect
Explosion: piffs
InfDeath: 2
Damage: 20
Heal:
ROF: 160
@@ -434,26 +460,26 @@ Heal:
Report:
Projectile: Bullet
Speed: 1c256
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 160
Damage: -50
InfDeath: 1
Versus:
Wood: 0%
Light: 0%
Heavy: 0%
Concrete: 0%
InfDeath: 1
Damage: -50
WormJaw:
ROF: 10
Range: 3c0
Report: WORM.WAV
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 160
Damage: 100
Versus:
Wood: 0%
Concrete: 0%
Damage: 100
ParaBomb:
ROF: 10
@@ -461,17 +487,19 @@ ParaBomb:
Report:
Projectile: GravityBomb
Image: BOMBS
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 192
Damage: 500
InfDeath: 4
Versus:
None: 30%
Wood: 75%
Light: 75%
Concrete: 50%
Explosion: self_destruct
InfDeath: 4
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
Damage: 500
Warhead@3Eff: CreateEffect
Explosion: self_destruct
ImpactSound: EXPLLG3.WAV
Napalm:
@@ -479,121 +507,132 @@ Napalm:
Range: 3c0
Projectile: GravityBomb
Image: BOMBS
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 640
Damage: 300
InfDeath: 4
Versus:
None: 20%
Wood: 100%
Light: 30%
Heavy: 20%
Concrete: 70%
InfDeath: 4
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
Warhead@3Eff: CreateEffect
Explosion: artillery
ImpactSound: NAPALM1.WAV
SmudgeType: Crater
Damage: 300
Crush:
Warhead:
ImpactSound: CRUSH1.WAV
Warhead@1Dam: SpreadDamage
Damage: 100
Warhead@2Eff: CreateEffect
ImpactSound: CRUSH1.WAV
Demolish:
Warhead:
ImpactSound: EXPLLG2.WAV
Warhead@1Dam: SpreadDamage
Warhead@2Eff: CreateEffect
Explosion: building
ImpactSound: EXPLLG2.WAV
Atomic:
Warhead:
Damage: 1800
Warhead@1Dam: SpreadDamage
Spread: 2c0
Damage: 1800
InfDeath: 5
Versus:
None: 100%
Wood: 100%
Light: 100%
Heavy: 50%
Concrete: 50%
Warhead@2Eff: CreateEffect
Explosion: nuke
InfDeath: 5
ImpactSound: EXPLLG2.WAV
CrateNuke:
Warhead:
Damage: 800
Warhead@1Dam: SpreadDamage
Spread: 1c576
Damage: 800
InfDeath: 5
Versus:
None: 20%
Wood: 75%
Light: 25%
Heavy: 25%
Concrete: 50%
Warhead@2Eff: CreateEffect
Explosion: nuke
InfDeath: 5
ImpactSound: EXPLLG2.WAV
CrateExplosion:
Warhead:
Damage: 400
Warhead@1Dam: SpreadDamage
Spread: 320
Damage: 400
InfDeath: 4
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Warhead@2Eff: CreateEffect
Explosion: building
InfDeath: 4
ImpactSound: EXPLSML4.WAV
UnitExplode:
Warhead:
Damage: 500
Warhead@1Dam: SpreadDamage
Spread: 320
Damage: 500
InfDeath: 4
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Warhead@2Eff: CreateEffect
Explosion: building
InfDeath: 4
ImpactSound: EXPLMD1.WAV
UnitExplodeSmall:
Warhead:
Damage: 60
Warhead@1Dam: SpreadDamage
Spread: 320
Damage: 60
InfDeath: 4
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Warhead@2Eff: CreateEffect
Explosion: self_destruct
InfDeath: 4
ImpactSound: EXPLHG1.WAV, EXPLLG1.WAV, EXPLMD1.WAV, EXPLSML4.WAV
UnitExplodeTiny:
Warhead:
Damage: 30
Warhead@1Dam: SpreadDamage
Spread: 224
Damage: 30
InfDeath: 4
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Warhead@2Eff: CreateEffect
Explosion: med_explosion
InfDeath: 4
ImpactSound: EXPLMD2.WAV, EXPLSML1.WAV, EXPLSML2.WAV, EXPLSML3.WAV
UnitExplodeScale:
Warhead:
Damage: 90
Warhead@1Dam: SpreadDamage
Spread: 416
Damage: 90
InfDeath: 4
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Warhead@2Eff: CreateEffect
Explosion: building
InfDeath: 4
ImpactSound: EXPLLG2.WAV, EXPLLG3.WAV, EXPLLG5.WAV
Grenade:
@@ -606,22 +645,24 @@ Grenade:
Angle: 62
Inaccuracy: 416
Image: BOMBS
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 192
Damage: 60
InfDeath: 3
Versus:
None: 50%
Wood: 100%
Light: 25%
Heavy: 5%
Explosion: med_explosion
InfDeath: 3
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater
Damage: 60
Warhead@3Eff: CreateEffect
Explosion: med_explosion
ImpactSound: EXPLLG5.WAV
Weathering:
ROF: 100
Warhead:
Warhead@1Dam: SpreadDamage
Damage: 5
Shrapnel:
@@ -634,31 +675,35 @@ Shrapnel:
Angle: 91, 264
Inaccuracy: 416
Image: bombs
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 192
Damage: 60
InfDeath: 3
Versus:
None: 50%
Wood: 100%
Light: 25%
Heavy: 5%
Explosion: med_explosion
InfDeath: 3
Warhead@2Smu: LeaveSmudge
SmudgeType: SandCrater
Damage: 60
Warhead@3Eff: CreateEffect
Explosion: med_explosion
ImpactSound: EXPLLG5.WAV
SpiceExplosion:
Warhead:
Damage: 10
Warhead@1Dam: SpreadDamage
Spread: 9
Size: 2,2
Damage: 10
InfDeath: 3
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Explosion: med_explosion
InfDeath: 3
ImpactSound: EXPLLG5.WAV
Warhead@2Res: CreateResource
AddsResourceType: Spice
Size: 2,2
Warhead@3Eff: CreateEffect
Explosion: med_explosion
ImpactSound: EXPLLG5.WAV

View File

@@ -615,7 +615,7 @@ Weapons:
Range: 5c0
ROF: 20
Burst: 1
Warhead:
Warhead: SpreadDamage
Damage: 20
Voices:

View File

@@ -951,7 +951,7 @@ Weapons:
Range: 5c0
ROF: 20
Burst: 1
Warhead:
Warhead: SpreadDamage
Damage: 20
Voices:

View File

@@ -364,7 +364,7 @@ Weapons:
PortaTesla:
ROF: 20
Range: 10c0
Warhead:
Warhead: SpreadDamage
Spread: 42
InfDeath: 5
Damage: 80

View File

@@ -313,20 +313,22 @@ Weapons:
Inaccuracy: 3c341
Image: 120MM
ContrailLength: 30
Warhead:
Warhead: SpreadDamage
Spread: 128
Versus:
None: 60%
Wood: 75%
Light: 60%
Heavy: 25%
InfDeath: 2
Damage: 250
Warhead@1Eff: CreateEffect
Explosion: large_explosion
WaterExplosion: large_splash
InfDeath: 2
SmudgeType: Crater
Damage: 250
ImpactSound: kaboom12.aud
WaterImpactSound: splash9.aud
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
SubMissile:
ROF: 250
Range: 32c0
@@ -340,19 +342,21 @@ Weapons:
Image: MISSILE
Trail: smokey
ContrailLength: 30
Warhead:
Warhead: SpreadDamage
Spread: 426
Versus:
None: 40%
Light: 30%
Heavy: 30%
InfDeath: blownaway
Damage: 400
Warhead@1Eff: CreateEffect
Explosion: large_explosion
WaterExplosion: large_splash
InfDeath: blownaway
SmudgeType: Crater
Damage: 400
ImpactSound: kaboom12.aud
WaterImpactSound: splash9.aud
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
Voices:

View File

@@ -259,7 +259,7 @@ Weapons:
PortaTesla:
ROF: 20
Range: 10c0
Warhead:
Warhead: SpreadDamage
Spread: 42
InfDeath: 5
Damage: 80

View File

@@ -771,24 +771,26 @@ Weapons:
Inaccuracy: 1c682
Image: 120MM
ContrailLength: 50
Warhead:
Warhead: SpreadDamage
Spread: 256
Versus:
None: 75%
Wood: 75%
Light: 75%
Concrete: 100%
InfDeath: 4
Damage: 150
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
Warhead@3Eff: CreateEffect
Explosion: self_destruct
WaterExplosion: self_destruct
InfDeath: 4
SmudgeType: Crater
Damage: 150
MammothTusk:
ROF: 300
Range: 10c0
Report: MISSILE6.AUD
Burst: 2
ValidTargets: Ground, Air
ValidTargets: Ground, Air, Enemy, Neutral, Ally
Projectile: Missile
Speed: 128
Arm: 2
@@ -801,7 +803,7 @@ Weapons:
Image: DRAGON
ROT: 10
RangeLimit: 80
Warhead:
Warhead: SpreadDamage
Spread: 640
Versus:
None: 125%
@@ -809,16 +811,18 @@ Weapons:
Light: 110%
Heavy: 100%
Concrete: 200%
InfDeath: 3
Damage: 250
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
Warhead@3Eff: CreateEffect
Explosion: nuke
WaterExplosion: nuke
InfDeath: 3
SmudgeType: Crater
Damage: 250
TankNapalm:
ROF: 40
Range: 8c0
Report: AACANON3.AUD
ValidTargets: Ground
ValidTargets: Ground, Enemy, Neutral, Ally
Burst: 6
BurstDelay: 1
Projectile: Bullet
@@ -827,7 +831,7 @@ Weapons:
Inaccuracy: 2c512
Trail: smokey
ContrailLength: 2
Warhead:
Warhead: SpreadDamage
Spread: 341
Versus:
None: 90%
@@ -835,31 +839,35 @@ Weapons:
Light: 100%
Heavy: 100%
Concrete: 100%
InfDeath: 4
Damage: 15
Warhead@2Smu: LeaveSmudge
SmudgeType: Scorch
Warhead@3Eff: CreateEffect
Explosion: small_explosion
WaterExplosion: small_explosion
InfDeath: 4
SmudgeType: Scorch
ImpactSound: firebl3.aud
Damage: 15
ParaBomb:
ROF: 5
Range: 5c0
Report: CHUTE1.AUD
Projectile: GravityBomb
Image: BOMBLET
Warhead:
Warhead: SpreadDamage
Spread: 426
Versus:
None: 125%
Wood: 100%
Light: 60%
Concrete: 25%
InfDeath: 5
Damage: 200
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
Warhead@3Eff: CreateEffect
Explosion: napalm
ImpactSound: firebl3.aud
WaterExplosion: napalm
InfDeath: 5
SmudgeType: Crater
Damage: 200
155mm:
ROF: 10
Range: 7c5
@@ -874,7 +882,7 @@ Weapons:
Angle: 30
Inaccuracy: 1c682
ContrailLength: 2
Warhead:
Warhead: SpreadDamage
Spread: 426
Versus:
None: 80%
@@ -882,21 +890,23 @@ Weapons:
Light: 60%
Heavy: 75%
Concrete: 35%
InfDeath: 5
Damage: 10
Warhead@2Smu: LeaveSmudge
SmudgeType: Scorch
Warhead@3Eff: CreateEffect
Explosion: small_napalm
WaterExplosion: small_napalm
InfDeath: 5
SmudgeType: Scorch
ImpactSound: firebl3.aud
Damage: 10
FLAK-23:
ROF: 10
Range: 8c0
Report: AACANON3.AUD
ValidTargets: Air,Ground
ValidTargets: Air, Ground, Enemy, Neutral, Ally
Projectile: Bullet
Speed: 1c682
High: true
Warhead:
Warhead: SpreadDamage
Spread: 213
Versus:
None: 35%
@@ -904,8 +914,11 @@ Weapons:
Light: 30%
Heavy: 40%
Concrete: 30%
Explosion: med_explosion
Damage: 25
Warhead@2Smu: LeaveSmudge
SmudgeType: Scorch
Warhead@3Eff: CreateEffect
Explosion: med_explosion
SCUD:
ROF: 280
Range: 7c0
@@ -921,18 +934,20 @@ Weapons:
Inaccuracy: 426
Image: V2
Angle: 216
Warhead:
Warhead: SpreadDamage
Spread: 853
Versus:
None: 100%
Wood: 90%
Light: 80%
Heavy: 70%
InfDeath: 3
Damage: 500
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
Warhead@3Eff: CreateEffect
Explosion: nuke
WaterExplosion: large_splash
InfDeath: 3
SmudgeType: Crater
Damage: 500
ImpactSound: kaboom1.aud
WaterImpactSound: kaboom1.aud
SilencedPPK:
@@ -941,16 +956,17 @@ Weapons:
Report: silppk.aud
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead: SpreadDamage
Spread: 128
Versus:
Wood: 0%
Light: 0%
Heavy: 50%
Concrete: 0%
Explosion: piffs
InfDeath: 2
Damage: 150
Warhead@2Eff: CreateEffect
Explosion: piffs
Voices:

View File

@@ -2333,7 +2333,7 @@ Weapons:
Nike:
Range: 9c0
Maverick:
Warhead:
Warhead: SpreadDamage
Damage: 175
Voices:

View File

@@ -1076,12 +1076,10 @@ VoxelSequences:
Weapons:
CrateNuke:
Warhead@areanuke2:
Warhead@areanuke2: SpreadDamage
DamageModel: PerCell
Damage: 250
SmudgeType: Scorch
Size: 4,3
Ore: true
Size: 4
Versus:
None: 90%
Light: 60%
@@ -1089,13 +1087,21 @@ Weapons:
Concrete: 50%
Delay: 12
InfDeath: 4
Warhead@areanuke2Smu: LeaveSmudge
SmudgeType: Scorch
Size: 4,3
Delay: 12
Warhead@areanuke2Res: DestroyResource
DestroyResources: true
Size: 4,3
Delay: 12
Warhead@areanuke2Eff: CreateEffect
ImpactSound: kaboom22
Warhead@areanuke3:
Delay: 12
Warhead@areanuke3: SpreadDamage
DamageModel: PerCell
Damage: 250
SmudgeType: Scorch
Size: 3,2
Ore: true
Size: 3
Versus:
None: 90%
Light: 60%
@@ -1103,13 +1109,20 @@ Weapons:
Concrete: 50%
Delay: 24
InfDeath: 4
Warhead@areanuke3Smu: LeaveSmudge
SmudgeType: Scorch
Size: 3,2
Delay: 24
Warhead@areanuke3Res: DestroyResource
DestroyResources: true
Size: 3,2
Delay: 24
Warhead@areanuke3Eff: CreateEffect
ImpactSound: kaboom22
Warhead@areanuke4:
Delay: 24
Warhead@areanuke4: SpreadDamage
DamageModel: PerCell
Damage: 250
SmudgeType: Scorch
Size: 2,1
Ore: true
Versus:
None: 90%
Light: 60%
@@ -1117,7 +1130,17 @@ Weapons:
Concrete: 50%
Delay: 36
InfDeath: 4
Warhead@areanuke4Smu: LeaveSmudge
SmudgeType: Scorch
Size: 2,1
Delay: 36
Warhead@areanuke4Res: DestroyResource
DestroyResources: true
Size: 2,1
Delay: 36
Warhead@areanuke4Eff: CreateEffect
ImpactSound: kaboom22
Delay: 36
Voices:

File diff suppressed because it is too large Load Diff

View File

@@ -1,27 +1,29 @@
UnitExplode:
Warhead:
Damage: 500
Warhead@1Dam: SpreadDamage
Spread: 426
Damage: 500
InfDeath: 2
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Warhead@2Eff: CreateEffect
Explosion: large_twlt
InfDeath: 2
ImpactSound: expnew09.aud
UnitExplodeSmall:
Warhead:
Damage: 40
Warhead@1Dam: SpreadDamage
Spread: 426
Damage: 40
InfDeath: 2
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Warhead@2Eff: CreateEffect
Explosion: medium_brnl
InfDeath: 2
ImpactSound: expnew13.aud
Minigun:
@@ -30,17 +32,18 @@ Minigun:
Report: INFGUN3.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 12
InfDeath: 1
ProneModifier: 70
Versus:
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
Warhead@2Eff: CreateEffect
Explosion: piffpiff
InfDeath: 1
Damage: 12
ProneModifier: 70
Grenade:
ROF: 60
@@ -52,17 +55,18 @@ Grenade:
Angle: 62
Inaccuracy: 554
Image: DISCUS
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 171
Damage: 40
InfDeath: 3
ProneModifier: 70
Versus:
None: 100%
Wood: 85%
Light: 70%
Heavy: 35%
Concrete: 28%
InfDeath: 3
Damage: 40
ProneModifier: 70
Warhead@2Eff: CreateEffect
Explosion: large_grey_explosion
ImpactSound: expnew13.aud
@@ -81,16 +85,17 @@ Bazooka:
Image: DRAGON
ROT: 8
RangeLimit: 35
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 25
InfDeath: 2
Versus:
None: 25%
Wood: 65%
Light: 75%
Heavy: 100%
Concrete: 60%
InfDeath: 2
Damage: 25
Warhead@2Eff: CreateEffect
Explosion: small_clsn
ImpactSound: expnew12.aud
@@ -109,16 +114,17 @@ MultiCluster:
Image: DRAGON
ROT: 8
RangeLimit: 35
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 65
InfDeath: 3
Versus:
None: 25%
Wood: 65%
Light: 75%
Heavy: 100%
Concrete: 60%
InfDeath: 3
Damage: 65
Warhead@2Eff: CreateEffect
Explosion: large_explosion
ImpactSound: expnew09.aud
@@ -128,16 +134,16 @@ Heal:
Report: HEALER1.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 213
Damage: -50
InfDeath: 1
ProneModifier: 100
Versus:
Wood: 0%
Light: 0%
Heavy: 0%
Concrete: 0%
InfDeath: 1
Damage: -50
ProneModifier: 100
Sniper:
ROF: 60
@@ -145,17 +151,17 @@ Sniper:
Report: SILENCER.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Damage: 150
ProneModifier: 100
Warhead@1Dam: SpreadDamage
Spread: 42
Damage: 150
InfDeath: 1
ProneModifier: 100
Versus:
None: 100%
Wood: 0%
Light: 0%
Heavy: 0%
Concrete: 0%
InfDeath: 1
M1Carbine:
ROF: 20
@@ -163,17 +169,18 @@ M1Carbine:
Report: INFGUN3.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 15
InfDeath: 1
ProneModifier: 70
Versus:
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
Warhead@2Eff: CreateEffect
Explosion: piffpiff
InfDeath: 1
Damage: 15
ProneModifier: 70
LtRail:
ROF: 60
@@ -184,17 +191,17 @@ LtRail:
BeamWidth: 1
BeamDuration: 10
Color: 200,0,128,255
Warhead:
Damage: 150
ProneModifier: 100
Warhead@1Dam: SpreadDamage
Spread: 42
Damage: 150
InfDeath: 2
ProneModifier: 100
Versus:
None: 100%
Wood: 130%
Light: 150%
Heavy: 110%
Concrete: 5%
InfDeath: 2
CyCannon:
ROF: 50
@@ -206,17 +213,18 @@ CyCannon:
High: yes
Shadow: true
Image: TORPEDO
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 256
Damage: 120
InfDeath: 6
ProneModifier: 100
Versus:
None: 100%
Wood: 65%
Light: 75%
Heavy: 50%
Concrete: 40%
InfDeath: 6
Damage: 120
ProneModifier: 100
Warhead@2Eff: CreateEffect
Explosion: large_bang
ImpactSound: expnew12.aud
@@ -227,17 +235,18 @@ Vulcan3:
Report: CYGUN1.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 10
InfDeath: 1
ProneModifier: 70
Versus:
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
Warhead@2Eff: CreateEffect
Explosion: piffpiff
InfDeath: 1
Damage: 10
ProneModifier: 70
Vulcan2:
ROF: 50
@@ -246,18 +255,19 @@ Vulcan2:
Report: TSGUN4.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 50
InfDeath: 1
ProneModifier: 70
Versus:
None: 100%
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
Warhead@2Eff: CreateEffect
Explosion: piffpiff
InfDeath: 1
Damage: 50
ProneModifier: 70
Vulcan:
ROF: 60
@@ -265,17 +275,18 @@ Vulcan:
Report: CHAINGN1.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 20
InfDeath: 1
ProneModifier: 70
Versus:
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
Warhead@2Eff: CreateEffect
Explosion: piffpiff
InfDeath: 1
Damage: 20
ProneModifier: 70
FiendShard:
ROF: 30
@@ -289,15 +300,15 @@ FiendShard:
Inaccuracy: 512
Shadow: true
Angle: 88
Warhead:
Warhead@1Dam: SpreadDamage
Damage: 35
InfDeath: 1
ProneModifier: 100
Versus:
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
InfDeath: 1
Damage: 35
ProneModifier: 100
JumpCannon:
ROF: 40
@@ -306,17 +317,18 @@ JumpCannon:
Report: JUMPJET1.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 15
InfDeath: 1
ProneModifier: 70
Versus:
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
Warhead@2Eff: CreateEffect
Explosion: piffpiff
InfDeath: 1
Damage: 15
ProneModifier: 70
HoverMissile:
ROF: 68
@@ -334,16 +346,17 @@ HoverMissile:
Image: DRAGON
ROT: 8
RangeLimit: 35
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 30
InfDeath: 2
Versus:
None: 25%
Wood: 65%
Light: 75%
Heavy: 100%
Concrete: 60%
InfDeath: 2
Damage: 30
Warhead@2Eff: CreateEffect
Explosion: small_clsn
ImpactSound: expnew12.aud
@@ -359,16 +372,17 @@ HoverMissile:
Image: 120mm
Shadow: true
Angle: 62
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 50
InfDeath: 2
Versus:
None: 25%
Wood: 65%
Light: 75%
Heavy: 100%
Concrete: 60%
InfDeath: 2
Damage: 50
Warhead@2Eff: CreateEffect
Explosion: medium_clsn
ImpactSound: expnew14.aud
@@ -388,17 +402,18 @@ MammothTusk:
ROT: 10
Speed: 170
RangeLimit: 35
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 171
Damage: 40
InfDeath: 3
ProneModifier: 70
Versus:
None: 100%
Wood: 85%
Light: 70%
Heavy: 35%
Concrete: 28%
InfDeath: 3
Damage: 40
ProneModifier: 70
Warhead@2Eff: CreateEffect
Explosion: medium_bang
ImpactSound: expnew12.aud
@@ -408,17 +423,17 @@ Repair:
Report: REPAIR11.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 213
Damage: -50
InfDeath: 1
ProneModifier: 100
Versus:
None: 0%
Wood: 0%
Light: 100%
Heavy: 100%
Concrete: 0%
InfDeath: 1
Damage: -50
ProneModifier: 100
SlimeAttack:
ROF: 80
@@ -427,30 +442,30 @@ SlimeAttack:
Report: VICER1.AUD
Projectile: Bullet
Speed: 426
Warhead:
Warhead@1Dam: SpreadDamage
Damage: 100
InfDeath: 2
ProneModifier: 100
Versus:
Wood: 25%
Light: 30%
Heavy: 10%
Concrete: 10%
InfDeath: 2
Damage: 100
ProneModifier: 100
SuicideBomb:
ROF: 1
Range: 0c512
Report: HUNTER2.AUD
Warhead:
Damage: 11000
Warhead@1Dam: SpreadDamage
Spread: 256
DestroyResources: true
Damage: 11000
InfDeath: 5
Versus:
None: 90%
Light: 60%
Heavy: 25%
Concrete: 50%
InfDeath: 5
Warhead@2Res: DestroyResource
120mm:
ROF: 80
@@ -458,16 +473,17 @@ SuicideBomb:
Report: 120MMF.AUD
Projectile: Bullet
Speed: 1c512
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 70
InfDeath: 2
Versus:
None: 25%
Wood: 65%
Light: 75%
Heavy: 100%
Concrete: 60%
InfDeath: 2
Damage: 70
Warhead@2Eff: CreateEffect
Explosion: large_clsn
ImpactSound: expnew14.aud
@@ -480,17 +496,17 @@ MechRailgun:
Projectile: LaserZap
Color: 200,0,255,255
BeamWidth: 3
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 42
Damage: 200
InfDeath: 5
ProneModifier: 100
Versus:
None: 200%
Wood: 175%
Light: 160%
Heavy: 100%
Concrete: 25%
InfDeath: 5
Damage: 200
ProneModifier: 100
AssaultCannon:
ROF: 50
@@ -498,17 +514,18 @@ AssaultCannon:
Report: TSGUN4.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 40
InfDeath: 1
ProneModifier: 70
Versus:
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
Warhead@2Eff: CreateEffect
Explosion: piffpiff
InfDeath: 1
Damage: 40
ProneModifier: 70
BikeMissile:
ROF: 60
@@ -527,38 +544,40 @@ BikeMissile:
ROT: 8
Speed: 213
RangeLimit: 35
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 256
Damage: 40
InfDeath: 2
Versus:
None: 25%
Wood: 65%
Light: 75%
Heavy: 100%
Concrete: 60%
InfDeath: 2
Damage: 40
Warhead@2Eff: CreateEffect
Explosion: small_clsn
ImpactSound: expnew12.aud
RaiderCannon:
ROF: 55
Range: 4c0
Burst: 2 #purely cosmetical, for alternate muzzle position
Burst: 2
BurstDelay: 55
Report: CHAINGN1.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 40
InfDeath: 1
ProneModifier: 70
Versus:
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
Warhead@2Eff: CreateEffect
Explosion: piffpiff
InfDeath: 1
Damage: 40
ProneModifier: 70
FireballLauncher:
ROF: 50
@@ -570,17 +589,17 @@ FireballLauncher:
Inacuracy: 384
Burst: 5
BurstDelay: 5
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 341
Damage: 25
InfDeath: 5
ProneModifier: 100
Versus:
None: 600%
Wood: 148%
Light: 59%
Heavy: 6%
Concrete: 2%
InfDeath: 5
Damage: 25
ProneModifier: 100
SonicZap:
ROF: 120
@@ -591,13 +610,13 @@ SonicZap:
Color: 200,0,255,255
BeamWidth: 12
BeamDuration: 50
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 42
Damage: 100
InfDeath: 5
Versus:
Heavy: 80%
Concrete: 60%
InfDeath: 5
Damage: 100
Dragon:
ROF: 50
@@ -615,16 +634,17 @@ Dragon:
Image: DRAGON
ROT: 8
RangeLimit: 35
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 30
InfDeath: 2
Versus:
None: 25%
Wood: 65%
Light: 75%
Heavy: 100%
Concrete: 60%
InfDeath: 2
Damage: 30
Warhead@2Eff: CreateEffect
Explosion: small_clsn
ImpactSound: expnew12.aud
@@ -638,16 +658,17 @@ Dragon:
Image: 120mm
Shadow: true
Angle: 62
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 36
InfDeath: 2
Versus:
None: 25%
Wood: 65%
Light: 75%
Heavy: 100%
Concrete: 60%
InfDeath: 2
Damage: 36
Warhead@2Eff: CreateEffect
Explosion: medium_clsn
ImpactSound: expnew14.aud
@@ -663,17 +684,18 @@ Dragon:
Shadow: true
High: yes
MinRange: 5c0
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 298
Damage: 150
InfDeath: 3
ProneModifier: 100
Versus:
None: 100%
Wood: 85%
Light: 68%
Heavy: 35%
Concrete: 35%
InfDeath: 3
Damage: 150
ProneModifier: 100
Warhead@2Eff: CreateEffect
Explosion: large_explosion
ImpactSound: expnew09.aud
@@ -693,16 +715,17 @@ Hellfire:
Image: DRAGON
ROT: 8
RangeLimit: 35
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 85
Damage: 30
InfDeath: 2
Versus:
None: 30%
Wood: 65%
Light: 150%
Heavy: 100%
Concrete: 30%
InfDeath: 2
Damage: 30
Warhead@2Eff: CreateEffect
Explosion: small_bang
ImpactSound: expnew12.aud
@@ -714,17 +737,18 @@ Bomb:
Speed: 170
Image: canister
Shadow: true
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 298
Damage: 160
InfDeath: 3
ProneModifier: 100
Versus:
None: 200%
Wood: 90%
Light: 75%
Heavy: 32%
Concrete: 100%
InfDeath: 3
Damage: 160
ProneModifier: 100
Warhead@2Eff: CreateEffect
Explosion: large_explosion
ImpactSound: expnew09.aud
@@ -743,16 +767,17 @@ Proton:
Image: TORPEDO
ROT: 1
RangeLimit: 35
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 20
InfDeath: 3
Versus:
None: 25%
Wood: 65%
Light: 75%
Heavy: 100%
Concrete: 60%
InfDeath: 3
Damage: 20
Warhead@2Eff: CreateEffect
Explosion: small_bang
ImpactSound: expnew12.aud
@@ -763,17 +788,18 @@ HarpyClaw:
Projectile: Bullet
Speed: 1c682
ValidTargets: Ground, Air
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 60
InfDeath: 1
ProneModifier: 70
Versus:
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
Warhead@2Eff: CreateEffect
Explosion: piffpiff
InfDeath: 1
Damage: 60
ProneModifier: 70
Pistola:
ROF: 20
@@ -781,49 +807,57 @@ Pistola:
Report: GUN18.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 2
InfDeath: 1
ProneModifier: 70
Versus:
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
Warhead@2Eff: CreateEffect
Explosion: piff
InfDeath: 1
Damage: 2
ProneModifier: 70
Tiberium:
ROF: 16
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 42
InfDeath: 6
Damage: 2
InfDeath: 6
PreventProne: yes
TiberiumHeal:
ROF: 16
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 42
InfDeath: 6
Damage: -2
InfDeath: 6
PreventProne: yes
IonCannon:
ValidTargets: Ground, Air
Warhead@impact:
Damage: 1000
Warhead@1Dam_impact: SpreadDamage
Spread: 1c0
Damage: 1000
InfDeath: 5
Explosion: ring1
ProneModifier: 100
Warhead@area:
DamageModel: PerCell
Warhead@2Eff_impact: CreateEffect
Explosion: ring1
Warhead@3Dam_area: PerCellDamage
Size: 2,1
Damage: 250
InfDeath: 5
Delay: 3
Warhead@4Dam_area: SpreadDamage
Damage: 250
InfDeath: 5
Delay: 3
Warhead@5Smu_area: LeaveSmudge
SmudgeType: Scorch
Size: 2,1
Delay: 3
InfDeath: 5
VulcanTower:
ROF: 26
@@ -831,16 +865,17 @@ VulcanTower:
Report: CHAINGN1.AUD
Projectile: Bullet
Speed: 1c682
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 18
InfDeath: 1
Versus:
Wood: 60%
Light: 40%
Heavy: 25%
Concrete: 10%
Warhead@2Eff: CreateEffect
Explosion: piffpiff
InfDeath: 1
Damage: 18
RPGTower:
ROF: 80
@@ -853,17 +888,18 @@ RPGTower:
Shadow: true
Angle: 62
Image: canister
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 110
InfDeath: 2
ProneModifier: 70
Versus:
None: 30%
Wood: 75%
Light: 90%
Heavy: 100%
Concrete: 70%
InfDeath: 2
Damage: 110
ProneModifier: 70
Warhead@2Eff: CreateEffect
Explosion: large_clsn
ImpactSound: expnew14.aud
@@ -882,10 +918,11 @@ SAMTower:
Image: DRAGON
ROT: 5
RangeLimit: 60
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 128
InfDeath: 2
Damage: 33
InfDeath: 2
Warhead@2Eff: CreateEffect
Explosion: small_clsn
ImpactSound: expnew12.aud
@@ -896,12 +933,13 @@ ObeliskLaser:
Report: OBELRAY1.AUD
Projectile: LaserZap
BeamWidth: 4
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 42
InfDeath: 5
SmudgeType: Scorch
Damage: 250
InfDeath: 5
ProneModifier: 60
Warhead@2Smu: LeaveSmudge
SmudgeType: Scorch
TurretLaser:
ROF: 40
@@ -910,24 +948,28 @@ TurretLaser:
Projectile: LaserZap
BeamWidth: 2
BeamDuration: 5
Warhead:
Warhead@1Dam: SpreadDamage
Spread: 42
InfDeath: 5
SmudgeType: Scorch
Damage: 30
InfDeath: 5
ProneModifier: 60
Warhead@2Smu: LeaveSmudge
SmudgeType: Scorch
TiberiumExplosion:
Warhead:
Damage: 10
Warhead@1Dam: SpreadDamage
Spread: 9
Size: 1,1
Damage: 10
InfDeath: 3
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
InfDeath: 3
Warhead@2Res: CreateResource
AddsResourceType: Tiberium
Size: 1,1
Warhead@3Eff: CreateEffect
Explosion: large_explosion
ImpactSound: expnew09.aud
AddsResourceType: Tiberium