Files
OpenRA/OpenRA.Game/GameRules/WeaponInfo.cs
2010-10-06 17:41:52 +13:00

127 lines
4.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Traits;
using System.Linq;
namespace OpenRA.GameRules
{
public class WarheadInfo
{
[FieldLoader.Load] public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
[FieldLoader.LoadUsing( "LoadVersus" )]
public readonly Dictionary<string, float> Versus; // damage vs each armortype
[FieldLoader.Load] public readonly bool Ore = false; // can this damage ore?
[FieldLoader.Load] public readonly string Explosion = null; // explosion effect to use
[FieldLoader.Load] public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
[FieldLoader.Load] public readonly string SmudgeType = null; // type of smudge to apply
[FieldLoader.Load] public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
[FieldLoader.Load] public readonly int InfDeath = 0; // infantry death animation to use
[FieldLoader.Load] public readonly string ImpactSound = null; // sound to play on impact
[FieldLoader.Load] public readonly string WaterImpactSound = null; // sound to play on impact with water
[FieldLoader.Load] public readonly int Damage = 0; // how much (raw) damage to deal
[FieldLoader.Load] public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
[FieldLoader.Load] public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
[FieldLoader.Load] public readonly bool PreventProne = false; // whether we should prevent prone response in infantry.
public float EffectivenessAgainst(Actor self)
{
var health = self.Info.Traits.GetOrDefault<HealthInfo>();
if (health == null) return 0f;
var armor = self.Info.Traits.GetOrDefault<ArmorInfo>();
if (armor == null || armor.Type == null) return 1;
float versus;
return Versus.TryGetValue(armor.Type, out versus) ? versus : 1;
}
public WarheadInfo( MiniYaml yaml )
{
FieldLoader.Load( this, yaml );
}
static object LoadVersus( MiniYaml y )
{
return y.NodesDict.ContainsKey( "Versus" )
? y.NodesDict[ "Versus" ].NodesDict.ToDictionary(
a => a.Key,
a => (float)FieldLoader.GetValue( "(value)", typeof( float ), a.Value.Value ) )
: new Dictionary<string, float>();
}
}
public enum DamageModel
{
Normal, // classic RA damage model: point actors, distance-based falloff
PerCell, // like RA's "nuke damage"
}
public class ProjectileArgs
{
public WeaponInfo weapon;
public Actor firedBy;
public int2 src;
public int srcAltitude;
public int facing;
public Target target;
public int2 dest;
public int destAltitude;
public float firepowerModifier = 1.0f;
}
public interface IProjectileInfo { IEffect Create(ProjectileArgs args); }
public class WeaponInfo
{
[FieldLoader.Load] public readonly float Range = 0;
[FieldLoader.Load] public readonly string Report = null;
[FieldLoader.Load] public readonly int ROF = 1;
[FieldLoader.Load] public readonly int Burst = 1;
[FieldLoader.Load] public readonly bool Charges = false;
[FieldLoader.Load] public readonly bool Underwater = false;
[FieldLoader.Load] public readonly string[] ValidTargets = { "Ground" };
[FieldLoader.Load] public readonly int BurstDelay = 5;
[FieldLoader.Load] public readonly float MinRange = 0;
[FieldLoader.LoadUsing( "LoadProjectile" )] public IProjectileInfo Projectile;
[FieldLoader.LoadUsing( "LoadWarheads" )] public List<WarheadInfo> Warheads;
public WeaponInfo(string name, MiniYaml content)
{
FieldLoader.Load( this, content );
}
static object LoadProjectile( MiniYaml yaml )
{
MiniYaml proj;
if( !yaml.NodesDict.TryGetValue( "Projectile", out proj ) )
return null;
var ret = Game.CreateObject<IProjectileInfo>( proj.Value + "Info" );
FieldLoader.Load( ret, proj );
return ret;
}
static object LoadWarheads( MiniYaml yaml )
{
var ret = new List<WarheadInfo>();
foreach( var w in yaml.Nodes )
if( w.Key.Split( '@' )[ 0 ] == "Warhead" )
ret.Add( new WarheadInfo( w.Value ) );
return ret;
}
}
}