#region Copyright & License Information /* * Copyright 2007-2016 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Mods.Common.Traits; using OpenRA.Traits; namespace OpenRA.Mods.Common.Warheads { public abstract class DamageWarhead : Warhead { [Desc("How much (raw) damage to deal.")] public readonly int Damage = 0; [Desc("Types of damage that this warhead causes. Leave empty for no damage.")] public readonly HashSet DamageTypes = new HashSet(); [FieldLoader.LoadUsing("LoadVersus")] [Desc("Damage percentage versus each armortype.")] public readonly Dictionary Versus; public override bool IsValidAgainst(Actor victim, Actor firedBy) { if (Damage < 0 && victim.GetDamageState() == DamageState.Undamaged) return false; return base.IsValidAgainst(victim, firedBy); } 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 int DamageVersus(Actor victim) { var armor = victim.TraitsImplementing() .Where(a => !a.IsTraitDisabled && a.Info.Type != null && Versus.ContainsKey(a.Info.Type)) .Select(a => Versus[a.Info.Type]); return Util.ApplyPercentageModifiers(100, armor); } 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 if (target.Type != TargetType.Invalid) DoImpact(target.CenterPosition, firedBy, damageModifiers); } public abstract void DoImpact(WPos pos, Actor firedBy, IEnumerable damageModifiers); public virtual void DoImpact(Actor victim, Actor firedBy, IEnumerable damageModifiers) { if (!IsValidAgainst(victim, firedBy)) return; var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim))); victim.InflictDamage(firedBy, damage, this); } } }