diff --git a/OpenRA.Game/GameRules/Warhead.cs b/OpenRA.Game/GameRules/Warhead.cs
index 043e5772e6..8928e9f9b1 100644
--- a/OpenRA.Game/GameRules/Warhead.cs
+++ b/OpenRA.Game/GameRules/Warhead.cs
@@ -23,12 +23,20 @@ namespace OpenRA.GameRules
[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
public readonly string[] InvalidTargets = { };
+
+ [Desc("What diplomatic stances are affected.")]
+ public readonly Stance ValidStances = Stance.Ally | Stance.Neutral | Stance.Enemy;
+
+ [Desc("Can this warhead affect the actor that fired it.")]
+ public readonly bool AffectsParent = true;
[Desc("Delay in ticks before applying the warhead effect.","0 = instant (old model).")]
public readonly int Delay = 0;
+ ///Applies the warhead's effect against the target.
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable damageModifiers);
+ ///Checks if the warhead is valid against (can do something to) the target.
public bool IsValidAgainst(Target target, World world, Actor firedBy)
{
if (target.Type == TargetType.Actor)
@@ -58,53 +66,46 @@ namespace OpenRA.GameRules
// assumption has been removed from the yaml definitions
public virtual bool CanTargetActor(ActorInfo victim, Actor firedBy) { return false; }
+ ///Checks if the warhead is valid against (can do something to) the actor.
public bool IsValidAgainst(Actor victim, Actor firedBy)
{
if (!CanTargetActor(victim.Info, firedBy))
return false;
+ if (!AffectsParent && victim == firedBy)
+ return false;
+
+ var stance = firedBy.Owner.Stances[victim.Owner];
+ if (!ValidStances.HasFlag(stance))
+ return false;
+
// 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();
- if (targetable == null)
- return false;
- if (!targetList.Intersect(targetable.TargetTypes).Any())
+ if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any()
+ || InvalidTargets.Intersect(targetable.TargetTypes).Any())
return false;
return true;
}
+ ///Checks if the warhead is valid against (can do something to) the frozen actor.
public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
{
if (!CanTargetActor(victim.Info, firedBy))
return false;
+ // AffectsParent checks do not make sense for FrozenActors, so skip to stance checks
+ var stance = firedBy.Owner.Stances[victim.Owner];
+ if (!ValidStances.HasFlag(stance))
+ return false;
+
// 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();
- if (targetable == null)
+ if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()
+ || InvalidTargets.Intersect(targetable.GetTargetTypes()).Any())
return false;
- if (!targetList.Intersect(targetable.GetTargetTypes()).Any())
- return false;
-
+
return true;
}
- }
+ }
}
diff --git a/OpenRA.Game/GameRules/WeaponInfo.cs b/OpenRA.Game/GameRules/WeaponInfo.cs
index 6a40d3186b..567d0602c9 100644
--- a/OpenRA.Game/GameRules/WeaponInfo.cs
+++ b/OpenRA.Game/GameRules/WeaponInfo.cs
@@ -92,6 +92,7 @@ namespace OpenRA.GameRules
return retList;
}
+ ///Checks if the weapon is valid against (can target) the target.
public bool IsValidAgainst(Target target, World world, Actor firedBy)
{
if (target.Type == TargetType.Actor)
@@ -117,30 +118,31 @@ namespace OpenRA.GameRules
return false;
}
+ ///Checks if the weapon is valid against (can target) the actor.
public bool IsValidAgainst(Actor victim, Actor firedBy)
{
- if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))
- return false;
-
var targetable = victim.TraitOrDefault();
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;
+ return true;
+ }
+
+ ///Checks if the weapon is valid against (can target) the frozen actor.
+ public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
+ {
var targetable = victim.Info.Traits.GetOrDefault();
if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()
|| InvalidTargets.Intersect(targetable.GetTargetTypes()).Any())
return false;
+ if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))
+ return false;
+
return true;
}
diff --git a/OpenRA.Game/Traits/TraitsInterfaces.cs b/OpenRA.Game/Traits/TraitsInterfaces.cs
index 1fa0b983f5..9eb5b166f8 100644
--- a/OpenRA.Game/Traits/TraitsInterfaces.cs
+++ b/OpenRA.Game/Traits/TraitsInterfaces.cs
@@ -22,7 +22,14 @@ namespace OpenRA.Traits
// depends on the order of pips in WorldRenderer.cs!
public enum PipType { Transparent, Green, Yellow, Red, Gray, Blue, Ammo, AmmoEmpty };
public enum TagType { None, Fake, Primary };
- public enum Stance { Enemy, Neutral, Ally };
+
+ [Flags]
+ public enum Stance
+ {
+ Enemy = 1,
+ Neutral = 2,
+ Ally = 4,
+ }
[Flags]
public enum ImpactType
diff --git a/OpenRA.Utility/UpgradeRules.cs b/OpenRA.Utility/UpgradeRules.cs
index ce95f9edab..38035f6eab 100644
--- a/OpenRA.Utility/UpgradeRules.cs
+++ b/OpenRA.Utility/UpgradeRules.cs
@@ -574,7 +574,7 @@ namespace OpenRA.Utility
newYaml.Add(new MiniYamlNode("Size", newValue));
}
- var keywords = new List{ "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
+ var keywords = new List { "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
foreach(var keyword in keywords)
{
@@ -610,7 +610,7 @@ namespace OpenRA.Utility
newYaml.Add(new MiniYamlNode("Spread", newValue));
}
- var keywords = new List{ "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
+ var keywords = new List { "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
foreach(var keyword in keywords)
{
@@ -637,7 +637,7 @@ namespace OpenRA.Utility
var newYaml = new List();
- var keywords = new List{ "Spread", "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
+ var keywords = new List { "Spread", "Damage", "InfDeath", "PreventProne", "ProneModifier", "Delay" };
foreach(var keyword in keywords)
{
@@ -666,7 +666,7 @@ namespace OpenRA.Utility
var newYaml = new List();
- var keywords = new List{ "Size", "Delay", "ValidTargets", "InvalidTargets" };
+ var keywords = new List { "Size", "Delay", "ValidTargets", "InvalidTargets" };
foreach(var keyword in keywords)
{
var temp = curNode.Value.Nodes.FirstOrDefault(n => n.Key == keyword);
@@ -684,7 +684,7 @@ namespace OpenRA.Utility
var newYaml = new List();
- var keywords = new List{ "AddsResourceType", "Size", "Delay", "ValidTargets", "InvalidTargets" };
+ var keywords = new List { "AddsResourceType", "Size", "Delay", "ValidTargets", "InvalidTargets" };
foreach(var keyword in keywords)
{
@@ -703,7 +703,7 @@ namespace OpenRA.Utility
var newYaml = new List();
- var keywords = new List{ "SmudgeType", "Size", "Delay", "ValidTargets", "InvalidTargets" };
+ var keywords = new List { "SmudgeType", "Size", "Delay", "ValidTargets", "InvalidTargets" };
foreach(var keyword in keywords)
{
@@ -723,7 +723,7 @@ namespace OpenRA.Utility
var newYaml = new List();
- var keywords = new List{ "Explosion", "ImpactSound", "Delay", "ValidTargets", "InvalidTargets", "ValidImpactTypes", "InvalidImpactTypes" };
+ var keywords = new List { "Explosion", "ImpactSound", "Delay", "ValidTargets", "InvalidTargets", "ValidImpactTypes", "InvalidImpactTypes" };
foreach(var keyword in keywords)
{
@@ -744,7 +744,7 @@ namespace OpenRA.Utility
var newYaml = new List();
- var keywords = new List{ "WaterExplosion", "WaterImpactSound", "Delay", "ValidTargets", "InvalidTargets", "ValidImpactTypes", "InvalidImpactTypes" };
+ var keywords = new List { "WaterExplosion", "WaterImpactSound", "Delay", "ValidTargets", "InvalidTargets", "ValidImpactTypes", "InvalidImpactTypes" };
foreach(var keyword in keywords)
{