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