Files
OpenRA/OpenRA.Game/GameRules/DamageWarhead.cs
penev92 aa57d5f956 Move prone-related logic from DamageWarhead to TakeCover
Add DamageTypes to DamageWarhead and DamageTypeModifiers to TakeCover
2015-04-26 14:29:08 +03:00

84 lines
2.5 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.GameRules
{
public abstract class DamageWarhead : Warhead
{
[Desc("How much (raw) damage to deal.")]
public readonly int Damage = 0;
[Desc("Types of damage that this warhead causes. Leave empty for no damage.")]
public readonly string[] DamageTypes = new string[0];
[Desc("Infantry death animation to use.")]
public readonly string DeathType = "1";
[FieldLoader.LoadUsing("LoadVersus")]
[Desc("Damage percentage versus each armortype. 0% = can't target.")]
public readonly Dictionary<string, int> Versus;
public static object LoadVersus(MiniYaml yaml)
{
var nd = yaml.ToDictionary();
return nd.ContainsKey("Versus")
? nd["Versus"].ToDictionary(my => FieldLoader.GetValue<int>("(value)", my.Value))
: new Dictionary<string, int>();
}
public int DamageVersus(ActorInfo victim)
{
var armor = victim.Traits.GetOrDefault<ArmorInfo>();
if (armor != null && armor.Type != null)
{
int versus;
if (Versus.TryGetValue(armor.Type, out versus))
return versus;
}
return 100;
}
// TODO: This can be removed after the legacy and redundant 0% = not targetable
// assumption has been removed from the yaml definitions
public override bool CanTargetActor(ActorInfo victim, Actor firedBy)
{
var health = victim.Traits.GetOrDefault<HealthInfo>();
if (health == null)
return false;
return DamageVersus(victim) > 0;
}
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
{
// Used by traits that damage a single actor, rather than a position
if (target.Type == TargetType.Actor)
DoImpact(target.Actor, firedBy, damageModifiers);
else if (target.Type != TargetType.Invalid)
DoImpact(target.CenterPosition, firedBy, damageModifiers);
}
public abstract void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers);
public virtual void DoImpact(Actor victim, Actor firedBy, IEnumerable<int> damageModifiers)
{
var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim.Info)));
victim.InflictDamage(firedBy, damage, this);
}
}
}