homing weapons more or less work now
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54
OpenRa.Game/Combat.cs
Normal file
54
OpenRa.Game/Combat.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Effects;
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namespace OpenRa.Game
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{
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static class Combat /* some utility bits that are shared between various things */
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{
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public static void DoImpact(int2 loc, int2 visualLoc,
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WeaponInfo weapon, ProjectileInfo projectile, WarheadInfo warhead, Actor firedBy)
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{
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var targetTile = ((1f / Game.CellSize) * loc.ToFloat2()).ToInt2();
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var isWater = Game.IsWater(targetTile);
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var hitWater = Game.IsCellBuildable(targetTile, UnitMovementType.Float);
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if (warhead.Explosion != 0)
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Game.world.AddFrameEndTask(
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w => w.Add(new Explosion(visualLoc, warhead.Explosion, hitWater)));
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var impactSound = warhead.ImpactSound;
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if (hitWater && warhead.WaterImpactSound != null)
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impactSound = warhead.WaterImpactSound;
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if (impactSound != null) Sound.Play(impactSound + ".aud");
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if (!isWater) Smudge.AddSmudge(targetTile, warhead);
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if (warhead.Ore) Ore.Destroy(targetTile.X, targetTile.Y);
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var maxSpread = GetMaximumSpread(weapon, warhead);
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var hitActors = Game.FindUnitsInCircle(loc, maxSpread);
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foreach (var victim in hitActors)
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victim.InflictDamage(firedBy, (int)GetDamageToInflict(victim, loc, weapon, warhead));
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}
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static float GetMaximumSpread(WeaponInfo weapon, WarheadInfo warhead)
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{
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return (int)(warhead.Spread * Math.Log(weapon.Damage, 2));
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}
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static float GetDamageToInflict(Actor target, int2 loc, WeaponInfo weapon, WarheadInfo warhead)
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{
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/* todo: some things can't be damaged AT ALL by certain weapons! */
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var distance = (target.CenterLocation - loc).Length;
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var rawDamage = weapon.Damage * (float)Math.Exp(-distance / warhead.Spread);
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var multiplier = warhead.EffectivenessAgainst(target.Info.Armor);
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return rawDamage * multiplier;
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}
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}
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}
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