Files
OpenRA/OpenRA.Mods.Common/Warheads/Warhead.cs
2016-10-20 20:31:38 +02:00

97 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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;
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Flags]
public enum ImpactType
{
None = 0,
Ground = 1,
GroundHit = 2,
Water = 4,
WaterHit = 8,
Air = 16,
AirHit = 32,
TargetTerrain = 64,
TargetHit = 128
}
[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 HashSet<string> ValidTargets = new HashSet<string> { "Ground", "Water" };
[Desc("What types of targets are unaffected.", "Overrules ValidTargets.")]
public readonly HashSet<string> InvalidTargets = new HashSet<string>();
[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(IEnumerable<string> targetTypes)
{
return ValidTargets.Overlaps(targetTypes) && !InvalidTargets.Overlaps(targetTypes);
}
/// <summary>Applies the warhead's effect against the target.</summary>
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
/// <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)
{
// 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;
}
}
}