#region Copyright & License Information /* * Copyright 2007-2011 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.Effects; using OpenRA.FileFormats; using OpenRA.Traits; using System.Linq; namespace OpenRA.GameRules { public class WarheadInfo { [Desc("Distance (in pixels) from the explosion center at which damage is 1/2.")] public readonly int Spread = 1; [FieldLoader.LoadUsing( "LoadVersus" )] [Desc("Damage vs each armortype. 0% = can't target.")] public readonly Dictionary Versus; [Desc("Can this damage ore?")] public readonly bool Ore = false; [Desc("Explosion effect to use.")] public readonly string Explosion = null; [Desc("Explosion effect on hitting water (usually a splash).")] public readonly string WaterExplosion = null; [Desc("Type of smudge to apply to terrain.")] public readonly string[] SmudgeType = { }; [Desc("Size of the explosion. provide 2 values for a ring effect (outer/inner).")] public readonly int[] Size = { 0, 0 }; [Desc("Infantry death animation to use")] public readonly int InfDeath = 1; [Desc("Sound to play on impact.")] public readonly string ImpactSound = null; [Desc("Sound to play on impact with water")] public readonly string WaterImpactSound = null; [Desc("How much (raw) damage to deal")] public readonly int Damage = 0; [Desc("Delay in ticks before dealing the damage, 0 = instant (old model).")] public readonly int Delay = 0; [Desc("Which damage model to use.")] public readonly DamageModel DamageModel = DamageModel.Normal; [Desc("Whether we should prevent prone response for infantry.")] public readonly bool PreventProne = false; public float EffectivenessAgainst(ActorInfo ai) { var health = ai.Traits.GetOrDefault(); if (health == null) return 0f; var armor = ai.Traits.GetOrDefault(); if (armor == null || armor.Type == null) return 1; float versus; return Versus.TryGetValue(armor.Type, out versus) ? versus : 1; } public WarheadInfo( MiniYaml yaml ) { FieldLoader.Load( this, yaml ); } static object LoadVersus( MiniYaml y ) { return y.NodesDict.ContainsKey( "Versus" ) ? y.NodesDict[ "Versus" ].NodesDict.ToDictionary( a => a.Key, a => FieldLoader.GetValue( "(value)", a.Value.Value ) ) : new Dictionary(); } } public enum DamageModel { Normal, // classic RA damage model: point actors, distance-based falloff PerCell, // like RA's "nuke damage" } public class ProjectileArgs { public WeaponInfo weapon; public float firepowerModifier = 1.0f; public int facing; public WPos source; public Actor sourceActor; public WPos passiveTarget; public Target guidedTarget; } public interface IProjectileInfo { IEffect Create(ProjectileArgs args); } public class WeaponInfo { public readonly float Range = 0; public readonly string[] Report = null; [Desc("Rate of Fire")] public readonly int ROF = 1; public readonly int Burst = 1; public readonly bool Charges = false; public readonly bool Underwater = false; public readonly string[] ValidTargets = { "Ground", "Water" }; public readonly int BurstDelay = 5; public readonly float MinRange = 0; [FieldLoader.LoadUsing( "LoadProjectile" )] public IProjectileInfo Projectile; [FieldLoader.LoadUsing( "LoadWarheads" )] public List Warheads; public WeaponInfo(string name, MiniYaml content) { FieldLoader.Load( this, content ); } static object LoadProjectile( MiniYaml yaml ) { MiniYaml proj; if( !yaml.NodesDict.TryGetValue( "Projectile", out proj ) ) return null; var ret = Game.CreateObject( proj.Value + "Info" ); FieldLoader.Load( ret, proj ); return ret; } static object LoadWarheads( MiniYaml yaml ) { var ret = new List(); foreach( var w in yaml.Nodes ) if( w.Key.Split( '@' )[ 0 ] == "Warhead" ) ret.Add( new WarheadInfo( w.Value ) ); return ret; } public bool IsValidAgainst(Actor a) { var targetable = a.TraitOrDefault(); if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any()) return false; if (Warheads.All(w => w.EffectivenessAgainst(a.Info) <= 0)) return false; return true; } public bool IsValidAgainst(FrozenActor a) { var targetable = a.Info.Traits.GetOrDefault(); if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()) return false; if (Warheads.All(w => w.EffectivenessAgainst(a.Info) <= 0)) return false; return true; } public bool IsValidAgainst(Target target, World world) { if (target.Type == TargetType.Actor) return IsValidAgainst(target.Actor); if (target.Type == TargetType.FrozenActor) return IsValidAgainst(target.FrozenActor); if (target.Type == TargetType.Terrain) { var cell = target.CenterPosition.ToCPos(); if (ValidTargets.Contains("Ground") && world.GetTerrainType(cell) != "Water") return true; if (ValidTargets.Contains("Water") && world.GetTerrainType(cell) == "Water") return true; return false; } return false; } } }