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

View File

@@ -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);
}
}

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@@ -539,11 +539,13 @@
<Compile Include="UtilityCommands\UpgradeRules.cs" />
<Compile Include="Warheads\CreateEffectWarhead.cs" />
<Compile Include="Warheads\CreateResourceWarhead.cs" />
<Compile Include="Warheads\DamageWarhead.cs" />
<Compile Include="Warheads\DestroyResourceWarhead.cs" />
<Compile Include="Warheads\GrantUpgradeWarhead.cs" />
<Compile Include="Warheads\HealthPercentageDamageWarhead.cs" />
<Compile Include="Warheads\LeaveSmudgeWarhead.cs" />
<Compile Include="Warheads\SpreadDamageWarhead.cs" />
<Compile Include="Warheads\Warhead.cs" />
<Compile Include="Widgets\ActorPreviewWidget.cs" />
<Compile Include="Widgets\ColorMixerWidget.cs" />
<Compile Include="Widgets\ColorPreviewManagerWidget.cs" />

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@@ -11,7 +11,7 @@
using System.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.GameRules
namespace OpenRA.Mods.Common.Warheads
{
public abstract class DamageWarhead : Warhead
{

View File

@@ -9,14 +9,12 @@
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.GameRules
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Base warhead class. This can be used to derive other warheads from.")]
public abstract class Warhead
public abstract class Warhead : IWarhead
{
[Desc("What types of targets are affected.")]
public readonly string[] ValidTargets = { "Ground", "Water" };
@@ -32,6 +30,7 @@ namespace OpenRA.GameRules
[Desc("Delay in ticks before applying the warhead effect.", "0 = instant (old model).")]
public readonly int Delay = 0;
int IWarhead.Delay { get { return Delay; } }
HashSet<string> validTargetSet;
HashSet<string> invalidTargetSet;