192 lines
5.9 KiB
C#
192 lines
5.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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 int[] DamageModifiers;
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public int[] InaccuracyModifiers;
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public int[] RangeModifiers;
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public int Facing;
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public WPos Source;
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public Func<WPos> CurrentSource;
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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 IProjectile : IEffect { }
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public interface IProjectileInfo { IProjectile Create(ProjectileArgs args); }
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public sealed class WeaponInfo
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{
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[Desc("The maximum range the weapon can fire.")]
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public readonly WDist Range = WDist.Zero;
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[Desc("First burst is aimed at this offset relative to target position.")]
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public readonly WVec FirstBurstTargetOffset = WVec.Zero;
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[Desc("Each burst after the first lands by this offset away from the previous burst.")]
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public readonly WVec FollowingBurstTargetOffset = WVec.Zero;
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[Desc("The sound played each time the weapon is fired.")]
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public readonly string[] Report = null;
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[Desc("Sound played only on first burst in a salvo.")]
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public readonly string[] StartBurstReport = null;
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[Desc("The sound played when the weapon is reloaded.")]
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public readonly string[] AfterFireSound = null;
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[Desc("Delay in ticks to play reloading sound.")]
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public readonly int AfterFireSoundDelay = 0;
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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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[Desc("What types of targets are affected.")]
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public readonly HashSet<string> ValidTargets = new HashSet<string> { "Ground", "Water" };
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[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
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public readonly HashSet<string> InvalidTargets = new HashSet<string>();
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[Desc("Delay in ticks between firing shots from the same ammo magazine. If one entry, it will be used for all bursts.",
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"If multiple entries, their number needs to match Burst - 1.")]
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public readonly int[] BurstDelays = { 5 };
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[Desc("The minimum range the weapon can fire.")]
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public readonly WDist MinRange = WDist.Zero;
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[Desc("Does this weapon aim at the target's center regardless of other targetable offsets?")]
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public readonly bool TargetActorCenter = false;
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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<IWarhead> Warheads = new List<IWarhead>();
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public WeaponInfo(string name, MiniYaml content)
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{
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// Resolve any weapon-level yaml inheritance or removals
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// HACK: The "Defaults" sequence syntax prevents us from doing this generally during yaml parsing
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content.Nodes = MiniYaml.Merge(new[] { content.Nodes });
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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<IWarhead>();
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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<IWarhead>(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 IsValidTarget(IEnumerable<string> targetTypes)
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{
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return ValidTargets.Overlaps(targetTypes) && !InvalidTargets.Overlaps(targetTypes);
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}
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/// <summary>Checks if the weapon is valid against (can target) the target.</summary>
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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 (!IsValidTarget(cellInfo.TargetTypes))
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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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/// <summary>Checks if the weapon is valid against (can target) the actor.</summary>
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public bool IsValidAgainst(Actor victim, Actor firedBy)
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{
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var targetTypes = victim.GetEnabledTargetTypes();
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if (!IsValidTarget(targetTypes))
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return false;
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// PERF: Avoid LINQ.
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foreach (var warhead in Warheads)
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if (warhead.IsValidAgainst(victim, firedBy))
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return true;
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return false;
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}
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/// <summary>Checks if the weapon is valid against (can target) the frozen actor.</summary>
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public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
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{
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if (!IsValidTarget(victim.TargetTypes))
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return false;
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if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))
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return false;
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return true;
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}
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/// <summary>Applies all the weapon's warheads to the target.</summary>
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public void Impact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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foreach (var warhead in Warheads)
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{
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var wh = warhead; // force the closure to bind to the current warhead
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if (wh.Delay > 0)
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firedBy.World.AddFrameEndTask(w => w.Add(new DelayedImpact(wh.Delay, wh, target, firedBy, damageModifiers)));
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else
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wh.DoImpact(target, firedBy, damageModifiers);
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}
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}
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}
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}
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