#region Copyright & License Information /* * Copyright 2007-2014 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; using System.Collections.Generic; using System.Linq; using OpenRA.Effects; using OpenRA.Traits; namespace OpenRA.GameRules { public abstract class DamageWarhead : Warhead { [Desc("How much (raw) damage to deal")] public readonly int Damage = 0; [Desc("Infantry death animation to use")] public readonly string InfDeath = "1"; [Desc("Whether we should prevent prone response for infantry.")] public readonly bool PreventProne = false; [Desc("By what percentage should damage be modified against prone infantry.")] public readonly int ProneModifier = 50; [FieldLoader.LoadUsing("LoadVersus")] [Desc("Damage vs each armortype. 0% = can't target.")] public readonly Dictionary Versus; public static object LoadVersus(MiniYaml yaml) { var nd = yaml.ToDictionary(); return nd.ContainsKey("Versus") ? nd["Versus"].ToDictionary(my => FieldLoader.GetValue("(value)", my.Value)) : new Dictionary(); } public override int EffectivenessAgainst(ActorInfo ai) { var health = ai.Traits.GetOrDefault(); if (health == null) return 0; var armor = ai.Traits.GetOrDefault(); if (armor == null || armor.Type == null) return 100; // TODO: Change versus definitions to integer percentages float versus; return Versus.TryGetValue(armor.Type, out versus) ? (int)(versus * 100) : 100; } public override void DoImpact(Target target, Actor firedBy, IEnumerable damageModifiers) { // Used by traits that damage a single actor, rather than a position if (target.Type == TargetType.Actor) DoImpact(target.Actor, firedBy, damageModifiers); else DoImpact(target.CenterPosition, firedBy, damageModifiers); } public abstract void DoImpact(Actor target, Actor firedBy, IEnumerable damageModifiers); public abstract void DoImpact(WPos pos, Actor firedBy, IEnumerable damageModifiers); } }