Files
OpenRA/OpenRA.Game/GameRules/WeaponInfo.cs
Matthias Mailänder 3de1516747 allow invalid terrain targets for Air/Water bound weapons
made terrain targeting consistent with actors
2014-01-04 09:57:09 +01:00

194 lines
5.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.FileFormats;
using OpenRA.Traits;
namespace OpenRA.GameRules
{
public class WarheadInfo
{
[Desc("Distance from the explosion center at which damage is 1/2.")]
public readonly WRange Spread = new WRange(43);
[FieldLoader.LoadUsing("LoadVersus")]
[Desc("Damage vs each armortype. 0% = can't target.")]
public readonly Dictionary<string, float> Versus;
[Desc("Can this damage ore?")]
public readonly bool Ore = false;
[Desc("Explosion effect to use.")]
public readonly string Explosion = null;
[Desc("Explosion effect on hitting water (usually a splash).")]
public readonly string WaterExplosion = null;
[Desc("Type of smudge to apply to terrain.")]
public readonly string[] SmudgeType = { };
[Desc("Size of the explosion. provide 2 values for a ring effect (outer/inner).")]
public readonly int[] Size = { 0, 0 };
[Desc("Infantry death animation to use")]
public readonly int InfDeath = 1;
[Desc("Sound to play on impact.")]
public readonly string ImpactSound = null;
[Desc("Sound to play on impact with water")]
public readonly string WaterImpactSound = null;
[Desc("How much (raw) damage to deal")]
public readonly int Damage = 0;
[Desc("Delay in ticks before dealing the damage, 0 = instant (old model).")]
public readonly int Delay = 0;
[Desc("Which damage model to use.")]
public readonly DamageModel DamageModel = DamageModel.Normal;
[Desc("Whether we should prevent prone response for infantry.")]
public readonly bool PreventProne = false;
public float EffectivenessAgainst(ActorInfo ai)
{
var health = ai.Traits.GetOrDefault<HealthInfo>();
if (health == null)
return 0f;
var armor = ai.Traits.GetOrDefault<ArmorInfo>();
if (armor == null || armor.Type == null)
return 1;
float versus;
return Versus.TryGetValue(armor.Type, out versus) ? versus : 1;
}
public WarheadInfo(MiniYaml yaml)
{
FieldLoader.Load(this, yaml);
}
static object LoadVersus(MiniYaml y)
{
return y.NodesDict.ContainsKey("Versus")
? y.NodesDict["Versus"].NodesDict.ToDictionary(
a => a.Key,
a => FieldLoader.GetValue<float>("(value)", a.Value.Value))
: new Dictionary<string, float>();
}
}
public enum DamageModel
{
Normal, // classic RA damage model: point actors, distance-based falloff
PerCell, // like RA's "nuke damage"
HealthPercentage // for MAD Tank
}
public class ProjectileArgs
{
public WeaponInfo Weapon;
public float FirepowerModifier = 1.0f;
public int Facing;
public WPos Source;
public Actor SourceActor;
public WPos PassiveTarget;
public Target GuidedTarget;
}
public interface IProjectileInfo { IEffect Create(ProjectileArgs args); }
public class WeaponInfo
{
public readonly WRange Range = WRange.Zero;
public readonly string[] Report = null;
[Desc("Rate of Fire")]
public readonly int ROF = 1;
public readonly int Burst = 1;
public readonly bool Charges = false;
public readonly string Palette = "effect";
public readonly string[] ValidTargets = { "Ground", "Water" };
public readonly string[] InvalidTargets = { };
public readonly int BurstDelay = 5;
public readonly WRange MinRange = WRange.Zero;
[FieldLoader.LoadUsing("LoadProjectile")] public IProjectileInfo Projectile;
[FieldLoader.LoadUsing("LoadWarheads")] public List<WarheadInfo> Warheads;
public WeaponInfo(string name, MiniYaml content)
{
FieldLoader.Load(this, content);
}
static object LoadProjectile(MiniYaml yaml)
{
MiniYaml proj;
if (!yaml.NodesDict.TryGetValue("Projectile", out proj))
return null;
var ret = Game.CreateObject<IProjectileInfo>(proj.Value + "Info");
FieldLoader.Load(ret, proj);
return ret;
}
static object LoadWarheads(MiniYaml yaml)
{
var ret = new List<WarheadInfo>();
foreach (var w in yaml.Nodes)
if (w.Key.Split('@')[0] == "Warhead")
ret.Add(new WarheadInfo(w.Value));
return ret;
}
public bool IsValidAgainst(Actor a)
{
var targetable = a.TraitOrDefault<ITargetable>();
if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any()
|| InvalidTargets.Intersect(targetable.TargetTypes).Any())
return false;
if (Warheads.All(w => w.EffectivenessAgainst(a.Info) <= 0))
return false;
return true;
}
public bool IsValidAgainst(FrozenActor a)
{
var targetable = a.Info.Traits.GetOrDefault<ITargetableInfo>();
if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()
|| InvalidTargets.Intersect(targetable.GetTargetTypes()).Any())
return false;
if (Warheads.All(w => w.EffectivenessAgainst(a.Info) <= 0))
return false;
return true;
}
public bool IsValidAgainst(Target target, World world)
{
if (target.Type == TargetType.Actor)
return IsValidAgainst(target.Actor);
if (target.Type == TargetType.FrozenActor)
return IsValidAgainst(target.FrozenActor);
if (target.Type == TargetType.Terrain)
{
var cell = target.CenterPosition.ToCPos();
if (!world.Map.IsInMap(cell))
return false;
var cellInfo = world.GetTerrainInfo(cell);
if (!ValidTargets.Intersect(cellInfo.TargetTypes).Any()
|| InvalidTargets.Intersect(cellInfo.TargetTypes).Any())
return false;
return true;
}
return false;
}
}
}