196 lines
5.8 KiB
C#
196 lines
5.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 System.Linq;
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using OpenRA.Effects;
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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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[Desc("Distance from the explosion center at which damage is 1/2.")]
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public readonly WRange Spread = new WRange(43);
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[FieldLoader.LoadUsing("LoadVersus")]
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[Desc("Damage vs each armortype. 0% = can't target.")]
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public readonly Dictionary<string, float> Versus;
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[Desc("Can this damage resource patches?")]
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public readonly bool DestroyResources = false;
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[Desc("Explosion effect to use.")]
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public readonly string Explosion = null;
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[Desc("Palette to use for explosion effect.")]
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public readonly string ExplosionPalette = "effect";
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[Desc("Explosion effect on hitting water (usually a splash).")]
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public readonly string WaterExplosion = null;
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[Desc("Palette to use for effect on hitting water (usually a splash).")]
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public readonly string WaterExplosionPalette = "effect";
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[Desc("Type of smudge to apply to terrain.")]
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public readonly string[] SmudgeType = { };
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[Desc("Size of the explosion. provide 2 values for a ring effect (outer/inner).")]
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public readonly int[] Size = { 0, 0 };
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[Desc("Infantry death animation to use")]
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public readonly string InfDeath = "1";
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[Desc("Sound to play on impact.")]
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public readonly string ImpactSound = null;
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[Desc("Sound to play on impact with water")]
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public readonly string WaterImpactSound = null;
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[Desc("How much (raw) damage to deal")]
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public readonly int Damage = 0;
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[Desc("Delay in ticks before dealing the damage, 0 = instant (old model).")]
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public readonly int Delay = 0;
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[Desc("Which damage model to use.")]
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public readonly DamageModel DamageModel = DamageModel.Normal;
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[Desc("Whether we should prevent prone response for infantry.")]
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public readonly bool PreventProne = false;
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public float EffectivenessAgainst(ActorInfo ai)
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{
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var health = ai.Traits.GetOrDefault<HealthInfo>();
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if (health == null)
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return 0f;
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var armor = ai.Traits.GetOrDefault<ArmorInfo>();
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if (armor == null || armor.Type == null)
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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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var nd = y.ToDictionary();
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return nd.ContainsKey("Versus")
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? nd["Versus"].ToDictionary(my => FieldLoader.GetValue<float>("(value)", my.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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HealthPercentage // for MAD Tank
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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 float FirepowerModifier = 1.0f;
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public int Facing;
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public WPos Source;
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public Actor SourceActor;
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public WPos PassiveTarget;
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public Target GuidedTarget;
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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 WRange Range = WRange.Zero;
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public readonly string[] Report = null;
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[Desc("Rate of Fire")]
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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 string Palette = "effect";
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public readonly string[] ValidTargets = { "Ground", "Water" };
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public readonly string[] InvalidTargets = { };
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public readonly int BurstDelay = 5;
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public readonly WRange MinRange = WRange.Zero;
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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.ToDictionary().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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public bool IsValidAgainst(Actor a)
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{
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var targetable = a.TraitOrDefault<ITargetable>();
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if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any()
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|| InvalidTargets.Intersect(targetable.TargetTypes).Any())
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return false;
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if (Warheads.All(w => w.EffectivenessAgainst(a.Info) <= 0))
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return false;
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return true;
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}
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public bool IsValidAgainst(FrozenActor a)
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{
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var targetable = a.Info.Traits.GetOrDefault<ITargetableInfo>();
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if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()
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|| InvalidTargets.Intersect(targetable.GetTargetTypes()).Any())
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return false;
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if (Warheads.All(w => w.EffectivenessAgainst(a.Info) <= 0))
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return false;
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return true;
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}
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public bool IsValidAgainst(Target target, World world)
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{
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if (target.Type == TargetType.Actor)
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return IsValidAgainst(target.Actor);
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if (target.Type == TargetType.FrozenActor)
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return IsValidAgainst(target.FrozenActor);
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if (target.Type == TargetType.Terrain)
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{
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var cell = target.CenterPosition.ToCPos();
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if (!world.Map.IsInMap(cell))
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return false;
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var cellInfo = world.Map.GetTerrainInfo(cell);
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if (!ValidTargets.Intersect(cellInfo.TargetTypes).Any()
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|| InvalidTargets.Intersect(cellInfo.TargetTypes).Any())
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return false;
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return true;
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}
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return false;
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}
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}
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}
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