Introduce IWarhead and move Warhead to Mods.Common
This commit is contained in:
@@ -539,11 +539,13 @@
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<Compile Include="UtilityCommands\UpgradeRules.cs" />
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<Compile Include="Warheads\CreateEffectWarhead.cs" />
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<Compile Include="Warheads\CreateResourceWarhead.cs" />
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<Compile Include="Warheads\DamageWarhead.cs" />
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<Compile Include="Warheads\DestroyResourceWarhead.cs" />
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<Compile Include="Warheads\GrantUpgradeWarhead.cs" />
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<Compile Include="Warheads\HealthPercentageDamageWarhead.cs" />
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<Compile Include="Warheads\LeaveSmudgeWarhead.cs" />
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<Compile Include="Warheads\SpreadDamageWarhead.cs" />
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<Compile Include="Warheads\Warhead.cs" />
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<Compile Include="Widgets\ActorPreviewWidget.cs" />
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<Compile Include="Widgets\ColorMixerWidget.cs" />
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<Compile Include="Widgets\ColorPreviewManagerWidget.cs" />
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77
OpenRA.Mods.Common/Warheads/DamageWarhead.cs
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77
OpenRA.Mods.Common/Warheads/DamageWarhead.cs
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@@ -0,0 +1,77 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Warheads
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{
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public abstract class DamageWarhead : Warhead
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{
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[Desc("How much (raw) damage to deal.")]
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public readonly int Damage = 0;
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[Desc("Types of damage that this warhead causes. Leave empty for no damage.")]
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public readonly string[] DamageTypes = new string[0];
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[FieldLoader.LoadUsing("LoadVersus")]
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[Desc("Damage percentage versus each armortype. 0% = can't target.")]
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public readonly Dictionary<string, int> Versus;
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public static object LoadVersus(MiniYaml yaml)
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{
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var nd = yaml.ToDictionary();
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return nd.ContainsKey("Versus")
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? nd["Versus"].ToDictionary(my => FieldLoader.GetValue<int>("(value)", my.Value))
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: new Dictionary<string, int>();
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}
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public int DamageVersus(ActorInfo victim)
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{
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var armor = victim.Traits.GetOrDefault<ArmorInfo>();
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if (armor != null && armor.Type != null)
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{
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int versus;
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if (Versus.TryGetValue(armor.Type, out versus))
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return versus;
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}
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return 100;
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}
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// TODO: This can be removed after the legacy and redundant 0% = not targetable
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// assumption has been removed from the yaml definitions
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public override bool CanTargetActor(ActorInfo victim, Actor firedBy)
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{
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var health = victim.Traits.GetOrDefault<HealthInfo>();
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if (health == null)
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return false;
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return DamageVersus(victim) > 0;
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}
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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// Used by traits that damage a single actor, rather than a position
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if (target.Type == TargetType.Actor)
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DoImpact(target.Actor, firedBy, damageModifiers);
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else if (target.Type != TargetType.Invalid)
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DoImpact(target.CenterPosition, firedBy, damageModifiers);
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}
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public abstract void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers);
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public virtual void DoImpact(Actor victim, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim.Info)));
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victim.InflictDamage(firedBy, damage, this);
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}
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}
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}
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94
OpenRA.Mods.Common/Warheads/Warhead.cs
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94
OpenRA.Mods.Common/Warheads/Warhead.cs
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@@ -0,0 +1,94 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Warheads
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{
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[Desc("Base warhead class. This can be used to derive other warheads from.")]
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public abstract class Warhead : IWarhead
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{
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[Desc("What types of targets are affected.")]
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public readonly string[] ValidTargets = { "Ground", "Water" };
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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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[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 = false;
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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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int IWarhead.Delay { get { return Delay; } }
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HashSet<string> validTargetSet;
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HashSet<string> invalidTargetSet;
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public bool IsValidTarget(IEnumerable<string> targetTypes)
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{
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if (validTargetSet == null)
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validTargetSet = new HashSet<string>(ValidTargets);
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if (invalidTargetSet == null)
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invalidTargetSet = new HashSet<string>(InvalidTargets);
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return validTargetSet.Overlaps(targetTypes) && !invalidTargetSet.Overlaps(targetTypes);
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}
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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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// TODO: This can be removed after the legacy and redundant 0% = not targetable
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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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/// <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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{
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if (!CanTargetActor(victim.Info, firedBy))
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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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var targetable = victim.TraitOrDefault<ITargetable>();
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if (targetable == null || !IsValidTarget(targetable.TargetTypes))
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return false;
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return true;
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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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{
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if (!CanTargetActor(victim.Info, firedBy))
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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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var targetable = victim.Info.Traits.GetOrDefault<ITargetableInfo>();
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if (targetable == null || !IsValidTarget(targetable.GetTargetTypes()))
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return false;
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return true;
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}
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}
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}
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