Files
OpenRA/OpenRA.Mods.Common/Warheads/Warhead.cs
reaperrr 6220d7e62e Introduce WarheadArgs
- Passes additional arguments to warheads on impact
- Uses that to reduce parameter count of DoImpact by 1
2020-01-21 19:31:34 +01:00

101 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.GameRules;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
public enum ImpactType
{
None,
Ground,
Air,
TargetHit
}
public enum ImpactTargetType
{
NoActor,
ValidActor,
InvalidActor
}
[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 BitSet<TargetableType> ValidTargets = new BitSet<TargetableType>("Ground", "Water");
[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
public readonly BitSet<TargetableType> InvalidTargets;
[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(BitSet<TargetableType> targetTypes)
{
return ValidTargets.Overlaps(targetTypes) && !InvalidTargets.Overlaps(targetTypes);
}
/// <summary>Applies the warhead's effect against the target.</summary>
public abstract void DoImpact(Target target, WarheadArgs args);
/// <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)
{
if (!victim.IsValid)
return false;
// 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;
}
}
}