127 lines
4.1 KiB
C#
127 lines
4.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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 COPYING.
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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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using System.Linq;
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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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[FieldLoader.LoadUsing( "LoadVersus" )]
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public readonly Dictionary<string, float> Versus; // 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 = { }; // 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 = 1; // 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 readonly bool PreventProne = false; // whether we should prevent prone response in infantry.
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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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var armor = self.Info.Traits.GetOrDefault<ArmorInfo>();
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if (armor == null || armor.Type == null) return 1;
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float versus;
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return Versus.TryGetValue(armor.Type, out versus) ? versus : 1;
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}
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public WarheadInfo( MiniYaml yaml )
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{
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FieldLoader.Load( this, yaml );
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}
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static object LoadVersus( MiniYaml y )
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{
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return y.NodesDict.ContainsKey( "Versus" )
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? y.NodesDict[ "Versus" ].NodesDict.ToDictionary(
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a => a.Key,
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a => FieldLoader.GetValue<float>( "(value)", a.Value.Value ) )
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: new Dictionary<string, float>();
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}
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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 PPos 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 PPos 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", "Water" };
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public readonly int BurstDelay = 5;
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public readonly float MinRange = 0;
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[FieldLoader.LoadUsing( "LoadProjectile" )] public IProjectileInfo Projectile;
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[FieldLoader.LoadUsing( "LoadWarheads" )] public List<WarheadInfo> Warheads;
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public WeaponInfo(string name, MiniYaml content)
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{
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FieldLoader.Load( this, content );
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}
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static object LoadProjectile( MiniYaml yaml )
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{
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MiniYaml proj;
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if( !yaml.NodesDict.TryGetValue( "Projectile", out proj ) )
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return null;
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var ret = Game.CreateObject<IProjectileInfo>( proj.Value + "Info" );
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FieldLoader.Load( ret, proj );
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return ret;
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}
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static object LoadWarheads( MiniYaml yaml )
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{
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var ret = new List<WarheadInfo>();
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foreach( var w in yaml.Nodes )
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if( w.Key.Split( '@' )[ 0 ] == "Warhead" )
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ret.Add( new WarheadInfo( w.Value ) );
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return ret;
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}
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}
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}
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