Files
OpenRA/OpenRA.Mods.Common/Warheads/Warhead.cs
RoosterDragon dcf375a412 Store Targetables in Actor.
This can be used to avoid several lookups for these traits, as well as allow Actor to provide specialised methods to deal with target types efficiently. This also reduces some code duplication.
2015-12-12 20:55:17 +00:00

81 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Drawing;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Base warhead class. This can be used to derive other warheads from.")]
public abstract class Warhead : IWarhead
{
[Desc("What types of targets are affected.")]
public readonly HashSet<string> ValidTargets = new HashSet<string> { "Ground", "Water" };
[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
public readonly HashSet<string> InvalidTargets = new HashSet<string>();
[Desc("What diplomatic stances are affected.")]
public readonly Stance ValidStances = Stance.Ally | Stance.Neutral | Stance.Enemy;
[Desc("Can this warhead affect the actor that fired it.")]
public readonly bool AffectsParent = false;
[Desc("Delay in ticks before applying the warhead effect.", "0 = instant (old model).")]
public readonly int Delay = 0;
int IWarhead.Delay { get { return Delay; } }
[Desc("The color used for this warhead's visualization in the world's `WarheadDebugOverlay` trait.")]
public readonly Color DebugOverlayColor = Color.Red;
public bool IsValidTarget(IEnumerable<string> targetTypes)
{
return ValidTargets.Overlaps(targetTypes) && !InvalidTargets.Overlaps(targetTypes);
}
/// <summary>Applies the warhead's effect against the target.</summary>
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
/// <summary>Checks if the warhead is valid against (can do something to) the actor.</summary>
public virtual bool IsValidAgainst(Actor victim, Actor firedBy)
{
if (!AffectsParent && victim == firedBy)
return false;
var stance = firedBy.Owner.Stances[victim.Owner];
if (!ValidStances.HasStance(stance))
return false;
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
if (!IsValidTarget(victim.GetEnabledTargetTypes()))
return false;
return true;
}
/// <summary>Checks if the warhead is valid against (can do something to) the frozen actor.</summary>
public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
{
// AffectsParent checks do not make sense for FrozenActors, so skip to stance checks
var stance = firedBy.Owner.Stances[victim.Owner];
if (!ValidStances.HasStance(stance))
return false;
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
if (!IsValidTarget(victim.TargetTypes))
return false;
return true;
}
}
}