98 lines
3.1 KiB
C#
98 lines
3.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 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.Collections.Generic;
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using System.Drawing;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Warheads
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{
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public enum ImpactType
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{
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None,
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Ground,
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Air,
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TargetHit
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}
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public enum ImpactTargetType
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{
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NoActor,
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ValidActor,
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InvalidActor
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}
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[Desc("Base warhead class. This can be used to derive other warheads from.")]
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public abstract class Warhead : IWarhead
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{
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[Desc("What types of targets are affected.")]
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public readonly BitSet<TargetableType> ValidTargets = new BitSet<TargetableType>("Ground", "Water");
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[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
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public readonly BitSet<TargetableType> InvalidTargets;
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[Desc("What diplomatic stances are affected.")]
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public readonly Stance ValidStances = Stance.Ally | Stance.Neutral | Stance.Enemy;
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[Desc("Can this warhead affect the actor that fired it.")]
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public readonly bool AffectsParent = false;
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[Desc("Delay in ticks before applying the warhead effect.", "0 = instant (old model).")]
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public readonly int Delay = 0;
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int IWarhead.Delay { get { return Delay; } }
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[Desc("The color used for this warhead's visualization in the world's `WarheadDebugOverlay` trait.")]
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public readonly Color DebugOverlayColor = Color.Red;
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public bool IsValidTarget(BitSet<TargetableType> 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>Applies the warhead's effect against the target.</summary>
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public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
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/// <summary>Checks if the warhead is valid against (can do something to) the actor.</summary>
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public virtual bool IsValidAgainst(Actor victim, Actor firedBy)
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{
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if (!AffectsParent && victim == firedBy)
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return false;
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var stance = firedBy.Owner.Stances[victim.Owner];
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if (!ValidStances.HasStance(stance))
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return false;
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// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
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if (!IsValidTarget(victim.GetEnabledTargetTypes()))
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return false;
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return true;
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}
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/// <summary>Checks if the warhead is valid against (can do something to) the frozen actor.</summary>
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public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
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{
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// AffectsParent checks do not make sense for FrozenActors, so skip to stance checks
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var stance = firedBy.Owner.Stances[victim.Owner];
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if (!ValidStances.HasStance(stance))
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return false;
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// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
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if (!IsValidTarget(victim.TargetTypes))
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return false;
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return true;
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}
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}
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}
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