95 lines
3.3 KiB
C#
95 lines
3.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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 OpenRA.GameRules;
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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 ImpactActorType
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{
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None,
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Invalid,
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Valid,
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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 player relationships are affected.")]
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public readonly PlayerRelationship ValidRelationships = PlayerRelationship.Ally | PlayerRelationship.Neutral | PlayerRelationship.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("If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).")]
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public readonly WDist AirThreshold = new WDist(128);
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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 => 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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protected 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(in Target target, WarheadArgs args);
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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 relationship = firedBy.Owner.RelationshipWith(victim.Owner);
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if (!ValidRelationships.HasRelationship(relationship))
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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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if (!victim.IsValid)
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return false;
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// AffectsParent checks do not make sense for FrozenActors, so skip to relationship checks
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var relationship = firedBy.Owner.RelationshipWith(victim.Owner);
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if (!ValidRelationships.HasRelationship(relationship))
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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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