nuke damage generalized (DamageModel=PerCell)

This commit is contained in:
Chris Forbes
2010-04-02 11:24:15 +13:00
parent c63697e181
commit 03a037a84f
6 changed files with 69 additions and 24 deletions

View File

@@ -61,12 +61,30 @@ namespace OpenRA
.Select(a => a.GetFirepowerModifier())
.Product();
var maxSpread = warhead.Spread * (float)Math.Log(Math.Abs(warhead.Damage), 2);
var hitActors = world.FindUnitsInCircle(args.dest, maxSpread);
switch (warhead.DamageModel)
{
case DamageModel.Normal:
{
var maxSpread = warhead.Spread * (float)Math.Log(Math.Abs(warhead.Damage), 2);
var hitActors = world.FindUnitsInCircle(args.dest, maxSpread);
foreach (var victim in hitActors)
victim.InflictDamage(args.firedBy,
(int)GetDamageToInflict(victim, args, warhead, firepowerModifier), warhead);
foreach (var victim in hitActors)
victim.InflictDamage(args.firedBy,
(int)GetDamageToInflict(victim, args, warhead, firepowerModifier), warhead);
} break;
case DamageModel.PerCell:
{
foreach (var t in world.FindTilesInCircle(targetTile, warhead.SmudgeSize[0]))
{
var x = Util.CenterOfCell(t);
foreach (var unit in world.FindUnits(x, x))
unit.InflictDamage(args.firedBy,
(int)(warhead.Damage * warhead.EffectivenessAgainst(
unit.Info.Traits.Get<OwnedActorInfo>().Armor)), warhead);
}
} break;
}
}
public static void DoImpacts(ProjectileArgs args, int2 visualLocation)