Files
OpenRA/OpenRA.Mods.Common/UtilityCommands/ActorStatsExport.cs

100 lines
3.1 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.Data;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.UtilityCommands
{
public static class ActorStatsExport
{
public static DataTable GenerateTable()
{
var rules = Game.ModData.RulesetCache.LoadDefaultRules();
var table = new DataTable();
table.Columns.Add("Name", typeof(string));
table.Columns.Add("Cost", typeof(int));
table.Columns.Add("HitPoints", typeof(int));
table.Columns.Add("Armor", typeof(string));
table.Columns.Add("Damage /s", typeof(float));
var armorList = new List<string>();
foreach (var actorInfo in rules.Actors.Values)
{
var armor = actorInfo.Traits.GetOrDefault<ArmorInfo>();
if (armor != null)
if (!armorList.Contains(armor.Type))
armorList.Add(armor.Type);
}
armorList.Sort();
foreach (var armorType in armorList)
table.Columns.Add("vs. " + armorType, typeof(float));
foreach (var actorInfo in rules.Actors.Values)
{
if (actorInfo.Name.StartsWith("^"))
continue;
var buildable = actorInfo.Traits.GetOrDefault<BuildableInfo>();
if (buildable == null)
continue;
var row = table.NewRow();
var tooltip = actorInfo.Traits.GetOrDefault<TooltipInfo>();
row["Name"] = tooltip != null ? tooltip.Name : actorInfo.Name;
var value = actorInfo.Traits.GetOrDefault<ValuedInfo>();
row["Cost"] = value != null ? value.Cost : 0;
var health = actorInfo.Traits.GetOrDefault<HealthInfo>();
row["HitPoints"] = health != null ? health.HP : 0;
var armor = actorInfo.Traits.GetOrDefault<ArmorInfo>();
row["Armor"] = armor != null ? armor.Type : "";
var armaments = actorInfo.Traits.WithInterface<ArmamentInfo>();
if (armaments.Any())
{
var weapons = armaments.Select(a => rules.Weapons[a.Weapon.ToLowerInvariant()]);
foreach (var weapon in weapons)
{
var warhead = weapon.Warheads.FirstOrDefault(w => (w is DamageWarhead)) as DamageWarhead;
if (warhead != null)
{
var rateOfFire = weapon.ReloadDelay > 1 ? weapon.ReloadDelay : 1;
var burst = weapon.Burst;
var delay = weapon.BurstDelay;
var damage = warhead.Damage;
var damagePerSecond = (1000f / Game.Timestep) * (damage * burst) / (delay + burst * rateOfFire);
row["Damage /s"] = Math.Round(damagePerSecond, 1, MidpointRounding.AwayFromZero);
foreach (var armorType in armorList)
{
var vs = warhead.Versus.ContainsKey(armorType) ? warhead.Versus[armorType] : 100;
row["vs. " + armorType] = Math.Round(damagePerSecond * vs / 100, 1, MidpointRounding.AwayFromZero);
}
}
}
}
table.Rows.Add(row);
}
return table;
}
}
}