Files
OpenRA/OpenRA.Game/GameRules/WeaponInfo.cs
2010-04-02 16:45:10 +13:00

123 lines
3.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Collections.Generic;
using OpenRA.FileFormats;
using OpenRA.Effects;
using System;
namespace OpenRA.GameRules
{
public class WarheadInfo
{
public readonly int Spread = 1;
public readonly float[] Verses = { 1, 1, 1, 1, 1 };
public readonly bool Wall = false;
public readonly bool Wood = false;
public readonly bool Ore = false;
public readonly int Explosion = 0;
public readonly SmudgeType SmudgeType = SmudgeType.None;
public readonly int[] SmudgeSize = { 0, 0 };
public readonly int InfDeath = 0;
public readonly string ImpactSound = null;
public readonly string WaterImpactSound = null;
public readonly int Damage = 0; // for new weapons infrastructure
public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant
public float EffectivenessAgainst(ArmorType at) { return Verses[(int)at]; }
}
public enum ArmorType
{
none = 0,
wood = 1,
light = 2,
heavy = 3,
concrete = 4,
}
public enum SmudgeType
{
None = 0,
Crater = 1,
Scorch = 2,
}
public class ProjectileArgs
{
public WeaponInfo weapon;
public Actor firedBy;
public int2 src;
public int srcAltitude;
public int facing;
public Actor target;
public int2 dest;
public int destAltitude;
}
public interface IProjectileInfo { IEffect Create(ProjectileArgs args); }
public class WeaponInfo
{
public readonly float Range = 0;
public readonly string Report = null;
public readonly int ROF = 1;
public readonly int Burst = 1;
public readonly bool Charges = false;
public readonly string[] ValidTargets = { "Vehicle", "Infantry" };
public IProjectileInfo Projectile;
public List<WarheadInfo> Warheads = new List<WarheadInfo>();
public WeaponInfo(string name, MiniYaml content)
{
foreach (var kv in content.Nodes)
{
var key = kv.Key.Split('@')[0];
switch (key)
{
case "Range": FieldLoader.LoadField(this, "Range", content.Nodes["Range"].Value); break;
case "ROF": FieldLoader.LoadField(this, "ROF", content.Nodes["ROF"].Value); break;
case "Report": FieldLoader.LoadField(this, "Report", content.Nodes["Report"].Value); break;
case "Burst": FieldLoader.LoadField(this, "Burst", content.Nodes["Burst"].Value); break;
case "Charges": FieldLoader.LoadField(this, "Charges", content.Nodes["Charges"].Value); break;
case "Warhead":
{
var warhead = new WarheadInfo();
FieldLoader.Load(warhead, kv.Value);
Warheads.Add(warhead);
} break;
// in this case, it's an implementation of IProjectileInfo
default:
{
var fullTypeName = typeof(IEffect).Namespace + "." + key + "Info";
Projectile = (IProjectileInfo)typeof(IEffect).Assembly.CreateInstance(fullTypeName);
if (Projectile == null)
throw new InvalidOperationException("Cannot locate projectile type: {0}".F(key));
FieldLoader.Load(Projectile, kv.Value);
} break;
}
}
}
}
}