Introduce IWarhead and move Warhead to Mods.Common
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@@ -8,9 +8,7 @@
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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@@ -88,7 +86,7 @@ namespace OpenRA.Traits
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{
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Attacker = repairer,
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Damage = -MaxHP,
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DamageState = this.DamageState,
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DamageState = DamageState,
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PreviousDamageState = DamageState.Dead,
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Warhead = null,
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};
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@@ -106,9 +104,9 @@ namespace OpenRA.Traits
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nd.AppliedDamage(repairer, self, ai);
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}
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public void InflictDamage(Actor self, Actor attacker, int damage, DamageWarhead warhead, bool ignoreModifiers)
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public void InflictDamage(Actor self, Actor attacker, int damage, IWarhead warhead, bool ignoreModifiers)
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{
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// Overkill! don't count extra hits as more kills!
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// Overkill! Don't count extra hits as more kills!
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if (IsDead)
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return;
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@@ -177,7 +175,7 @@ namespace OpenRA.Traits
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public class HealthInit : IActorInit<int>
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{
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[FieldFromYamlKey] readonly int value = 100;
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readonly bool allowZero = false;
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readonly bool allowZero;
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public HealthInit() { }
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public HealthInit(int init, bool allowZero = false)
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{
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@@ -205,7 +203,7 @@ namespace OpenRA.Traits
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return (health == null) ? DamageState.Undamaged : health.DamageState;
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}
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public static void InflictDamage(this Actor self, Actor attacker, int damage, DamageWarhead warhead)
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public static void InflictDamage(this Actor self, Actor attacker, int damage, IWarhead warhead)
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{
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if (self.Disposed) return;
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var health = self.TraitOrDefault<Health>();
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@@ -12,9 +12,7 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Network;
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using OpenRA.Primitives;
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@@ -48,9 +46,9 @@ namespace OpenRA.Traits
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public class AttackInfo
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{
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public Actor Attacker;
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public DamageWarhead Warhead;
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public int Damage;
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public Actor Attacker;
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public IWarhead Warhead;
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public DamageState DamageState;
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public DamageState PreviousDamageState;
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}
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@@ -353,4 +351,12 @@ namespace OpenRA.Traits
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void OnObjectiveCompleted(Player player, int objectiveID);
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void OnObjectiveFailed(Player player, int objectiveID);
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}
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public interface IWarhead
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{
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int Delay { get; }
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bool IsValidAgainst(Actor victim, Actor firedBy);
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bool IsValidAgainst(FrozenActor victim, Actor firedBy);
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void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
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}
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}
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