- Rename Bits<T> to BitSet<T>. - Implement set based helpers for BitSet<T>. - When representing TargetTypes of ITargetable in various traits, use a BitSet<TargetableType> instead of HashSet<string> for better performance & reduced memory usage. - Fix FieldLoader to trim input values when generating a BitSet<T>. - Require T in BitSet<T> and BitSetAllocator<T> to be a class since it's just a marker value. This allows the JIT to instantiate generic code for these classes once, as they don't benefit from specialized code for T. (Typically JITs will generate shared code for all reference types, and unique code for every value type encountered).
99 lines
3.1 KiB
C#
99 lines
3.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Warheads
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{
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public enum ImpactType
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{
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None,
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Ground,
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Air,
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TargetHit
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}
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public enum ImpactTargetType
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{
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NoActor,
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ValidActor,
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InvalidActor
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}
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[Desc("Base warhead class. This can be used to derive other warheads from.")]
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public abstract class Warhead : IWarhead
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{
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[Desc("What types of targets are affected.")]
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public readonly BitSet<TargetableType> ValidTargets = new BitSet<TargetableType>("Ground", "Water");
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[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
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public readonly BitSet<TargetableType> InvalidTargets;
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[Desc("What diplomatic stances are affected.")]
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public readonly Stance ValidStances = Stance.Ally | Stance.Neutral | Stance.Enemy;
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[Desc("Can this warhead affect the actor that fired it.")]
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public readonly bool AffectsParent = false;
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[Desc("Delay in ticks before applying the warhead effect.", "0 = instant (old model).")]
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public readonly int Delay = 0;
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int IWarhead.Delay { get { return Delay; } }
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[Desc("The color used for this warhead's visualization in the world's `WarheadDebugOverlay` trait.")]
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public readonly Color DebugOverlayColor = Color.Red;
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public bool IsValidTarget(BitSet<TargetableType> targetTypes)
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{
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return ValidTargets.Overlaps(targetTypes) && !InvalidTargets.Overlaps(targetTypes);
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}
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/// <summary>Applies the warhead's effect against the target.</summary>
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public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
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/// <summary>Checks if the warhead is valid against (can do something to) the actor.</summary>
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public virtual bool IsValidAgainst(Actor victim, Actor firedBy)
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{
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if (!AffectsParent && victim == firedBy)
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return false;
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var stance = firedBy.Owner.Stances[victim.Owner];
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if (!ValidStances.HasStance(stance))
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return false;
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// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
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if (!IsValidTarget(victim.GetEnabledTargetTypes()))
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return false;
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return true;
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}
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/// <summary>Checks if the warhead is valid against (can do something to) the frozen actor.</summary>
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public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
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{
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// AffectsParent checks do not make sense for FrozenActors, so skip to stance checks
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var stance = firedBy.Owner.Stances[victim.Owner];
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if (!ValidStances.HasStance(stance))
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return false;
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// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
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if (!IsValidTarget(victim.TargetTypes))
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return false;
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return true;
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}
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}
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}
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