Add FireClusterWarhead
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committed by
Paul Chote
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0e3d343f15
commit
2648764ee3
115
OpenRA.Mods.Common/Warheads/FireClusterWarhead.cs
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115
OpenRA.Mods.Common/Warheads/FireClusterWarhead.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 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 System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Traits;
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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 class FireClusterWarhead : Warhead, IRulesetLoaded<WeaponInfo>
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{
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[WeaponReference, FieldLoader.Require]
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[Desc("Has to be defined in weapons.yaml as well.")]
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public readonly string Weapon = null;
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[Desc("Number of weapons fired at random 'x' cells. Negative values will result in a number equal to 'x' footprint cells fired.")]
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public readonly int RandomClusterCount = -1;
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[FieldLoader.Require]
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[Desc("Size of the cluster footprint")]
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public readonly CVec Dimensions = CVec.Zero;
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[FieldLoader.Require]
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[Desc("Cluster footprint. Cells marked as X will be attacked.",
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"Cells marked as x will be attacked randomly until RandomClusterCount is reached.")]
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public readonly string Footprint = string.Empty;
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WeaponInfo weapon;
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public void RulesetLoaded(Ruleset rules, WeaponInfo info)
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{
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if (!rules.Weapons.TryGetValue(Weapon.ToLowerInvariant(), out weapon))
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throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(Weapon.ToLowerInvariant()));
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}
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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if (!target.IsValidFor(firedBy))
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return;
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var map = firedBy.World.Map;
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var targetCell = map.CellContaining(target.CenterPosition);
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var targetCells = CellsMatching(targetCell, false);
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foreach (var c in targetCells)
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FireProjectileAtCell(map, firedBy, target, c, damageModifiers);
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if (RandomClusterCount != 0)
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{
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var randomTargetCells = CellsMatching(targetCell, true);
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var clusterCount = RandomClusterCount < 0 ? randomTargetCells.Count() : RandomClusterCount;
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if (randomTargetCells.Any())
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for (var i = 0; i < clusterCount; i++)
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FireProjectileAtCell(map, firedBy, target, randomTargetCells.Random(firedBy.World.SharedRandom), damageModifiers);
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}
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}
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void FireProjectileAtCell(Map map, Actor firedBy, Target target, CPos targetCell, IEnumerable<int> damageModifiers)
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{
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var tc = Target.FromCell(firedBy.World, targetCell);
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if (!weapon.IsValidAgainst(tc, firedBy.World, firedBy))
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return;
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var args = new ProjectileArgs
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{
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Weapon = weapon,
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Facing = (map.CenterOfCell(targetCell) - target.CenterPosition).Yaw.Facing,
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DamageModifiers = damageModifiers.ToArray(),
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InaccuracyModifiers = new int[0],
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RangeModifiers = new int[0],
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Source = target.CenterPosition,
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CurrentSource = () => target.CenterPosition,
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SourceActor = firedBy,
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PassiveTarget = map.CenterOfCell(targetCell),
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GuidedTarget = tc
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};
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if (args.Weapon.Projectile != null)
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{
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var projectile = args.Weapon.Projectile.Create(args);
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if (projectile != null)
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firedBy.World.AddFrameEndTask(w => w.Add(projectile));
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if (args.Weapon.Report != null && args.Weapon.Report.Any())
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Game.Sound.Play(SoundType.World, args.Weapon.Report, firedBy.World, target.CenterPosition);
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}
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}
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IEnumerable<CPos> CellsMatching(CPos location, bool random)
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{
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var cellType = !random ? 'X' : 'x';
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var index = 0;
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var footprint = Footprint.Where(c => !char.IsWhiteSpace(c)).ToArray();
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var x = location.X - (Dimensions.X - 1) / 2;
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var y = location.Y - (Dimensions.Y - 1) / 2;
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for (var j = 0; j < Dimensions.Y; j++)
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for (var i = 0; i < Dimensions.X; i++)
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if (footprint[index++] == cellType)
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yield return new CPos(x + i, y + j);
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}
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}
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}
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