Files
OpenRA/OpenRA.Game/GameRules/WeaponInfo.cs
2010-08-30 12:22:09 +12:00

121 lines
4.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.GameRules
{
public class WarheadInfo
{
public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
public readonly float[] Verses = { 1, 1, 1, 1, 1 }; // damage vs each armortype
public readonly bool Ore = false; // can this damage ore?
public readonly string Explosion = null; // explosion effect to use
public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
public readonly string SmudgeType = null; // type of smudge to apply
public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
public readonly int InfDeath = 0; // infantry death animation to use
public readonly string ImpactSound = null; // sound to play on impact
public readonly string WaterImpactSound = null; // sound to play on impact with water
public readonly int Damage = 0; // how much (raw) damage to deal
public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
public float EffectivenessAgainst(Actor self)
{
var health = self.Info.Traits.GetOrDefault<HealthInfo>();
if (health == null) return 0f;
return Verses[(int)(health.Armor)];
}
}
public enum ArmorType
{
none = 0,
wood = 1,
light = 2,
heavy = 3,
concrete = 4,
}
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 Actor firedBy;
public int2 src;
public int srcAltitude;
public int facing;
public Target target;
public int2 dest;
public int destAltitude;
public float firepowerModifier = 1.0f;
}
public interface IProjectileInfo { IEffect Create(ProjectileArgs args); }
public class WeaponInfo
{
public readonly float Range = 0;
public readonly string Report = null;
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" };
public readonly int BurstDelay = 5;
public IProjectileInfo Projectile;
public List<WarheadInfo> Warheads = new List<WarheadInfo>();
public WeaponInfo(string name, MiniYaml content)
{
foreach (var kv in content.NodesDict)
{
var key = kv.Key.Split('@')[0];
switch (key)
{
case "Range": FieldLoader.LoadField(this, "Range", content.NodesDict["Range"].Value); break;
case "ROF": FieldLoader.LoadField(this, "ROF", content.NodesDict["ROF"].Value); break;
case "Report": FieldLoader.LoadField(this, "Report", content.NodesDict["Report"].Value); break;
case "Burst": FieldLoader.LoadField(this, "Burst", content.NodesDict["Burst"].Value); break;
case "Charges": FieldLoader.LoadField(this, "Charges", content.NodesDict["Charges"].Value); break;
case "ValidTargets": FieldLoader.LoadField(this, "ValidTargets", content.NodesDict["ValidTargets"].Value); break;
case "Underwater": FieldLoader.LoadField(this, "Underwater", content.NodesDict["Underwater"].Value); break;
case "BurstDelay": FieldLoader.LoadField(this, "BurstDelay", content.NodesDict["BurstDelay"].Value); break;
case "Warhead":
{
var warhead = new WarheadInfo();
FieldLoader.Load(warhead, kv.Value);
Warheads.Add(warhead);
} break;
// in this case, it's an implementation of IProjectileInfo
default:
{
Projectile = Game.CreateObject<IProjectileInfo>(key + "Info");
FieldLoader.Load(Projectile, kv.Value);
} break;
}
}
}
}
}