Introduce IWarhead and move Warhead to Mods.Common

This commit is contained in:
penev92
2015-07-04 16:12:56 +03:00
parent 53f00a7930
commit fe94b7686e
7 changed files with 24 additions and 21 deletions

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@@ -1,77 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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 OpenRA.Traits;
namespace OpenRA.GameRules
{
public abstract class DamageWarhead : Warhead
{
[Desc("How much (raw) damage to deal.")]
public readonly int Damage = 0;
[Desc("Types of damage that this warhead causes. Leave empty for no damage.")]
public readonly string[] DamageTypes = new string[0];
[FieldLoader.LoadUsing("LoadVersus")]
[Desc("Damage percentage versus each armortype. 0% = can't target.")]
public readonly Dictionary<string, int> Versus;
public static object LoadVersus(MiniYaml yaml)
{
var nd = yaml.ToDictionary();
return nd.ContainsKey("Versus")
? nd["Versus"].ToDictionary(my => FieldLoader.GetValue<int>("(value)", my.Value))
: new Dictionary<string, int>();
}
public int DamageVersus(ActorInfo victim)
{
var armor = victim.Traits.GetOrDefault<ArmorInfo>();
if (armor != null && armor.Type != null)
{
int versus;
if (Versus.TryGetValue(armor.Type, out versus))
return versus;
}
return 100;
}
// TODO: This can be removed after the legacy and redundant 0% = not targetable
// assumption has been removed from the yaml definitions
public override bool CanTargetActor(ActorInfo victim, Actor firedBy)
{
var health = victim.Traits.GetOrDefault<HealthInfo>();
if (health == null)
return false;
return DamageVersus(victim) > 0;
}
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
{
// Used by traits that damage a single actor, rather than a position
if (target.Type == TargetType.Actor)
DoImpact(target.Actor, firedBy, damageModifiers);
else if (target.Type != TargetType.Invalid)
DoImpact(target.CenterPosition, firedBy, damageModifiers);
}
public abstract void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers);
public virtual void DoImpact(Actor victim, Actor firedBy, IEnumerable<int> damageModifiers)
{
var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim.Info)));
victim.InflictDamage(firedBy, damage, this);
}
}
}

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@@ -1,95 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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 = { "Ground", "Water" };
[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 = false;
[Desc("Delay in ticks before applying the warhead effect.", "0 = instant (old model).")]
public readonly int Delay = 0;
HashSet<string> validTargetSet;
HashSet<string> invalidTargetSet;
public bool IsValidTarget(IEnumerable<string> targetTypes)
{
if (validTargetSet == null)
validTargetSet = new HashSet<string>(ValidTargets);
if (invalidTargetSet == null)
invalidTargetSet = new HashSet<string>(InvalidTargets);
return validTargetSet.Overlaps(targetTypes) && !invalidTargetSet.Overlaps(targetTypes);
}
/// <summary>Applies the warhead's effect against the target.</summary>
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
// TODO: This can be removed after the legacy and redundant 0% = not targetable
// 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.
var targetable = victim.TraitOrDefault<ITargetable>();
if (targetable == null || !IsValidTarget(targetable.TargetTypes))
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.
var targetable = victim.Info.Traits.GetOrDefault<ITargetableInfo>();
if (targetable == null || !IsValidTarget(targetable.GetTargetTypes()))
return false;
return true;
}
}
}

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@@ -62,7 +62,7 @@ namespace OpenRA.GameRules
public readonly IProjectileInfo Projectile;
[FieldLoader.LoadUsing("LoadWarheads")]
public readonly List<Warhead> Warheads = new List<Warhead>();
public readonly List<IWarhead> Warheads = new List<IWarhead>();
readonly HashSet<string> validTargetSet;
readonly HashSet<string> invalidTargetSet;
@@ -86,10 +86,10 @@ namespace OpenRA.GameRules
static object LoadWarheads(MiniYaml yaml)
{
var retList = new List<Warhead>();
var retList = new List<IWarhead>();
foreach (var node in yaml.Nodes.Where(n => n.Key.StartsWith("Warhead")))
{
var ret = Game.CreateObject<Warhead>(node.Value.Value + "Warhead");
var ret = Game.CreateObject<IWarhead>(node.Value.Value + "Warhead");
FieldLoader.Load(ret, node.Value);
retList.Add(ret);
}

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@@ -100,7 +100,6 @@
<Compile Include="FileSystem\BagFile.cs" />
<Compile Include="Map\MapPlayers.cs" />
<Compile Include="MPos.cs" />
<Compile Include="GameRules\Warhead.cs" />
<Compile Include="Graphics\QuadRenderer.cs" />
<Compile Include="Download.cs" />
<Compile Include="Effects\AsyncAction.cs" />
@@ -235,7 +234,6 @@
<Compile Include="Graphics\SelectionBarsRenderable.cs" />
<Compile Include="Graphics\TargetLineRenderable.cs" />
<Compile Include="Graphics\UISpriteRenderable.cs" />
<Compile Include="GameRules\DamageWarhead.cs" />
<Compile Include="Graphics\SoftwareCursor.cs" />
<Compile Include="Graphics\HardwareCursor.cs" />
<Compile Include="Support\PerfItem.cs" />

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@@ -8,9 +8,7 @@
*/
#endregion
using System;
using System.Linq;
using OpenRA.GameRules;
namespace OpenRA.Traits
{
@@ -88,7 +86,7 @@ namespace OpenRA.Traits
{
Attacker = repairer,
Damage = -MaxHP,
DamageState = this.DamageState,
DamageState = DamageState,
PreviousDamageState = DamageState.Dead,
Warhead = null,
};
@@ -106,9 +104,9 @@ namespace OpenRA.Traits
nd.AppliedDamage(repairer, self, ai);
}
public void InflictDamage(Actor self, Actor attacker, int damage, DamageWarhead warhead, bool ignoreModifiers)
public void InflictDamage(Actor self, Actor attacker, int damage, IWarhead warhead, bool ignoreModifiers)
{
// Overkill! don't count extra hits as more kills!
// Overkill! Don't count extra hits as more kills!
if (IsDead)
return;
@@ -177,7 +175,7 @@ namespace OpenRA.Traits
public class HealthInit : IActorInit<int>
{
[FieldFromYamlKey] readonly int value = 100;
readonly bool allowZero = false;
readonly bool allowZero;
public HealthInit() { }
public HealthInit(int init, bool allowZero = false)
{
@@ -205,7 +203,7 @@ namespace OpenRA.Traits
return (health == null) ? DamageState.Undamaged : health.DamageState;
}
public static void InflictDamage(this Actor self, Actor attacker, int damage, DamageWarhead warhead)
public static void InflictDamage(this Actor self, Actor attacker, int damage, IWarhead warhead)
{
if (self.Disposed) return;
var health = self.TraitOrDefault<Health>();

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@@ -12,9 +12,7 @@ using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Primitives;
@@ -48,9 +46,9 @@ namespace OpenRA.Traits
public class AttackInfo
{
public Actor Attacker;
public DamageWarhead Warhead;
public int Damage;
public Actor Attacker;
public IWarhead Warhead;
public DamageState DamageState;
public DamageState PreviousDamageState;
}
@@ -353,4 +351,12 @@ namespace OpenRA.Traits
void OnObjectiveCompleted(Player player, int objectiveID);
void OnObjectiveFailed(Player player, int objectiveID);
}
public interface IWarhead
{
int Delay { get; }
bool IsValidAgainst(Actor victim, Actor firedBy);
bool IsValidAgainst(FrozenActor victim, Actor firedBy);
void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
}
}