#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.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.GameRules
{
[Desc("Base warhead class. This can be used to derive other warheads from.")]
public abstract class Warhead
{
[Desc("What types of targets are affected.")]
public readonly string[] ValidTargets = { "Ground", "Water" };
[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
public readonly string[] InvalidTargets = { };
[Desc("What diplomatic stances are affected.")]
public readonly Stance ValidStances = Stance.Ally | Stance.Neutral | Stance.Enemy;
[Desc("Can this warhead affect the actor that fired it.")]
public readonly bool AffectsParent = false;
[Desc("Delay in ticks before applying the warhead effect.","0 = instant (old model).")]
public readonly int Delay = 0;
///Applies the warhead's effect against the target.
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable damageModifiers);
///Checks if the warhead is valid against (can do something to) the target.
public bool IsValidAgainst(Target target, World world, Actor firedBy)
{
if (target.Type == TargetType.Actor)
return IsValidAgainst(target.Actor, firedBy);
if (target.Type == TargetType.FrozenActor)
return IsValidAgainst(target.FrozenActor, firedBy);
if (target.Type == TargetType.Terrain)
{
var cell = world.Map.CellContaining(target.CenterPosition);
if (!world.Map.Contains(cell))
return false;
var cellInfo = world.Map.GetTerrainInfo(cell);
if (!ValidTargets.Intersect(cellInfo.TargetTypes).Any()
|| InvalidTargets.Intersect(cellInfo.TargetTypes).Any())
return false;
return true;
}
return false;
}
// TODO: This can be removed after the legacy and redundant 0% = not targetable
// assumption has been removed from the yaml definitions
public virtual bool CanTargetActor(ActorInfo victim, Actor firedBy) { return false; }
///Checks if the warhead is valid against (can do something to) the actor.
public bool IsValidAgainst(Actor victim, Actor firedBy)
{
if (!CanTargetActor(victim.Info, firedBy))
return false;
if (!AffectsParent && victim == firedBy)
return false;
var stance = firedBy.Owner.Stances[victim.Owner];
if (!ValidStances.HasFlag(stance))
return false;
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
var targetable = victim.TraitOrDefault();
if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any()
|| InvalidTargets.Intersect(targetable.TargetTypes).Any())
return false;
return true;
}
///Checks if the warhead is valid against (can do something to) the frozen actor.
public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
{
if (!CanTargetActor(victim.Info, firedBy))
return false;
// AffectsParent checks do not make sense for FrozenActors, so skip to stance checks
var stance = firedBy.Owner.Stances[victim.Owner];
if (!ValidStances.HasFlag(stance))
return false;
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
var targetable = victim.Info.Traits.GetOrDefault();
if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()
|| InvalidTargets.Intersect(targetable.GetTargetTypes()).Any())
return false;
return true;
}
}
}