163 lines
4.4 KiB
C#
163 lines
4.4 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;
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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 ProjectileArgs
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{
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public WeaponInfo Weapon;
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public IEnumerable<int> DamageModifiers;
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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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[Desc("The maximum range the weapon can fire.")]
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public readonly WRange Range = WRange.Zero;
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[Desc("The sound played when the weapon is fired.")]
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public readonly string[] Report = null;
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[Desc("Delay in ticks between reloading ammo magazines.")]
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public readonly int ReloadDelay = 1;
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[Desc("Number of shots in a single ammo magazine.")]
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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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[Desc("What types of targets are affected.")]
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public readonly string[] ValidTargets = { "Ground", "Water" };
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[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
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public readonly string[] InvalidTargets = { };
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[Desc("Delay in ticks between firing shots from the same ammo magazine.")]
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public readonly int BurstDelay = 5;
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[Desc("The minimum range the weapon can fire.")]
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public readonly WRange MinRange = WRange.Zero;
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[FieldLoader.LoadUsing("LoadProjectile")]
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public readonly IProjectileInfo Projectile;
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[FieldLoader.LoadUsing("LoadWarheads")]
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public readonly List<Warhead> Warheads = new List<Warhead>();
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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 retList = new List<Warhead>();
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foreach (var node in yaml.Nodes.Where(n => n.Key.StartsWith("Warhead")))
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{
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var ret = Game.CreateObject<Warhead>(node.Value.Value + "Warhead");
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FieldLoader.Load(ret, node.Value);
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retList.Add(ret);
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}
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return retList;
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}
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public bool IsValidAgainst(Target target, World world, Actor firedBy)
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{
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if (target.Type == TargetType.Actor)
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return IsValidAgainst(target.Actor, firedBy);
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if (target.Type == TargetType.FrozenActor)
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return IsValidAgainst(target.FrozenActor, firedBy);
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if (target.Type == TargetType.Terrain)
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{
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var cell = world.Map.CellContaining(target.CenterPosition);
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if (!world.Map.Contains(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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public bool IsValidAgainst(Actor victim, Actor firedBy)
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{
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if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))
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return false;
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var targetable = victim.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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return true;
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}
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public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
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{
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// Frozen Actors are treated slightly differently.
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if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))
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return false;
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var targetable = victim.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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return true;
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}
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public void Impact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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foreach (var wh in Warheads)
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{
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Action a;
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a = () => wh.DoImpact(Target.FromPos(pos), firedBy, damageModifiers);
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if (wh.Delay > 0)
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firedBy.World.AddFrameEndTask(
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w => w.Add(new DelayedAction(wh.Delay, a)));
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else
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a();
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}
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}
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}
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}
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