Adds Diplomacy keywords for ValidTarget checks.

Changes:

Allows diplomacy stance checks to be done on warheads and weapons, using keywords in ValidTargets and InvalidTargets.
This commit is contained in:
UberWaffe
2014-07-09 17:58:06 +02:00
parent ef7d198ca8
commit e3e5e9eb00
4 changed files with 55 additions and 45 deletions

View File

@@ -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;
///<summary>Applies the warhead's effect against the target.</summary>
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
///<summary>Checks if the warhead is valid against (can do something to) the target.</summary>
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; }
///<summary>Checks if the warhead is valid against (can do something to) the actor.</summary>
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<ITargetable>();
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;
}
///<summary>Checks if the warhead is valid against (can do something to) the frozen actor.</summary>
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<ITargetableInfo>();
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;
}
}
}
}