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