Files
OpenRA/OpenRA.Mods.Common/Warheads/Warhead.cs
RoosterDragon 8a285f9b19 Fix IDE0090
2023-04-08 16:51:51 +03:00

96 lines
3.3 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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 OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
public enum ImpactActorType
{
None,
Invalid,
Valid,
}
[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("Ground", "Water");
[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
public readonly BitSet<TargetableType> InvalidTargets;
[Desc("What player relationships are affected.")]
public readonly PlayerRelationship ValidRelationships = PlayerRelationship.Ally | PlayerRelationship.Neutral | PlayerRelationship.Enemy;
[Desc("Can this warhead affect the actor that fired it.")]
public readonly bool AffectsParent = false;
[Desc("If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).")]
public readonly WDist AirThreshold = new(128);
[Desc("Delay in ticks before applying the warhead effect.", "0 = instant (old model).")]
public readonly int Delay = 0;
int IWarhead.Delay => Delay;
[Desc("The color used for this warhead's visualization in the world's `" + nameof(WarheadDebugOverlay) + "` trait.")]
public readonly Color DebugOverlayColor = Color.Red;
protected 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(in 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 relationship = firedBy.Owner.RelationshipWith(victim.Owner);
if (!ValidRelationships.HasRelationship(relationship))
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 relationship checks
var relationship = firedBy.Owner.RelationshipWith(victim.Owner);
if (!ValidRelationships.HasRelationship(relationship))
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;
}
}
}