Move some Warheads to Mods.Common

This commit is contained in:
reaperrr
2014-11-07 15:15:47 +01:00
parent 0807b7009b
commit 52bb0e8c6b
5 changed files with 8 additions and 8 deletions

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@@ -121,7 +121,10 @@
<Compile Include="UtilityCommands\UpgradeMapCommand.cs" />
<Compile Include="UtilityCommands\UpgradeModCommand.cs" />
<Compile Include="UtilityCommands\UpgradeRules.cs" />
<Compile Include="Warheads\CreateEffectWarhead.cs" />
<Compile Include="Warheads\HealthPercentageDamageWarhead.cs" />
<Compile Include="Warheads\LeaveSmudgeWarhead.cs" />
<Compile Include="Warheads\SpreadDamageWarhead.cs" />
<Compile Include="Widgets\ConfirmationDialogs.cs" />
<Compile Include="Widgets\HueSliderWidget.cs" />
<Compile Include="Widgets\LabelWithTooltipWidget.cs" />

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@@ -0,0 +1,108 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 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.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Traits;
using OpenRA.Mods.Common.Effects;
namespace OpenRA.Mods.Common
{
public class CreateEffectWarhead : Warhead
{
[Desc("Explosion effect to use.")]
public readonly string Explosion = null;
[Desc("Palette to use for explosion effect.")]
public readonly string ExplosionPalette = "effect";
[Desc("Sound to play on impact.")]
public readonly string ImpactSound = null;
[Desc("What impact types should this effect apply to.")]
public readonly ImpactType ValidImpactTypes = ImpactType.Ground | ImpactType.Water | ImpactType.Air | ImpactType.GroundHit | ImpactType.WaterHit | ImpactType.AirHit;
[Desc("What impact types should this effect NOT apply to.", "Overrides ValidImpactTypes.")]
public readonly ImpactType InvalidImpactTypes = ImpactType.None;
public static ImpactType GetImpactType(World world, CPos cell, WPos pos)
{
var isAir = pos.Z > 0;
var isWater = pos.Z <= 0 && world.Map.GetTerrainInfo(cell).IsWater;
var isDirectHit = GetDirectHit(world, cell, pos);
if (isAir && !isDirectHit)
return ImpactType.Air;
else if (isWater && !isDirectHit)
return ImpactType.Water;
else if (isAir && isDirectHit)
return ImpactType.AirHit;
else if (isWater && isDirectHit)
return ImpactType.WaterHit;
else if (isDirectHit)
return ImpactType.GroundHit;
return ImpactType.Ground;
}
public static bool GetDirectHit(World world, CPos cell, WPos pos)
{
foreach (var unit in world.ActorMap.GetUnitsAt(cell))
{
var healthInfo = unit.Info.Traits.GetOrDefault<HealthInfo>();
if (healthInfo == null)
continue;
// If the impact position is within any actor's health radius, we have a direct hit
if ((unit.CenterPosition - pos).LengthSquared <= healthInfo.Radius.Range * healthInfo.Radius.Range)
return true;
}
return false;
}
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
{
var pos = target.CenterPosition;
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
var isValid = IsValidImpact(pos, firedBy);
if ((!world.Map.Contains(targetTile)) || (!isValid))
return;
if (Explosion != null)
world.AddFrameEndTask(w => w.Add(new Explosion(w, pos, Explosion, ExplosionPalette)));
if (ImpactSound != null)
Sound.Play(ImpactSound, pos);
}
public bool IsValidImpact(WPos pos, Actor firedBy)
{
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
if (!world.Map.Contains(targetTile))
return false;
var impactType = GetImpactType(world, targetTile, pos);
if (!ValidImpactTypes.HasFlag(impactType) || InvalidImpactTypes.HasFlag(impactType))
return false;
return true;
}
}
}

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@@ -0,0 +1,48 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 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.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Common
{
public class HealthPercentageDamageWarhead : DamageWarhead
{
[Desc("Size of the area. Damage will be applied to this area.", "If two spreads are defined, the area of effect is a ring, where the second value is the inner radius.")]
public readonly WRange[] Spread = { new WRange(43) };
public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
{
var world = firedBy.World;
var range = Spread[0];
var hitActors = world.FindActorsInCircle(pos, range);
if (Spread.Length > 1 && Spread[1].Range > 0)
hitActors = hitActors.Except(world.FindActorsInCircle(pos, Spread[1]));
foreach (var victim in hitActors)
DoImpact(victim, firedBy, damageModifiers);
}
public override void DoImpact(Actor victim, Actor firedBy, IEnumerable<int> damageModifiers)
{
var healthInfo = victim.Info.Traits.GetOrDefault<HealthInfo>();
if (healthInfo == null)
return;
// Damage is measured as a percentage of the target health
var damage = Util.ApplyPercentageModifiers(healthInfo.HP, damageModifiers.Append(Damage, DamageVersus(victim.Info)));
victim.InflictDamage(firedBy, damage, this);
}
}
}

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@@ -0,0 +1,86 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 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.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Common
{
public class SpreadDamageWarhead : DamageWarhead
{
[Desc("Range between falloff steps.")]
public readonly WRange Spread = new WRange(43);
[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
public WRange[] Range = null;
[Desc("Damage percentage at each range step")]
public readonly int[] Falloff = { 100, 37, 14, 5, 2, 1, 0 };
public void InitializeRange()
{
if (Range != null)
{
if (Range.Length != 1 && Range.Length != Falloff.Length)
throw new InvalidOperationException("Number of range values must be 1 or equal to the number of Falloff values.");
for (var i = 0; i < Range.Length - 1; i++)
if (Range[i] > Range[i + 1])
throw new InvalidOperationException("Range values must be specified in an increasing order.");
}
else
Range = Exts.MakeArray(Falloff.Length, i => i * Spread);
}
public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
{
if (Range == null)
InitializeRange();
var world = firedBy.World;
var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1]);
foreach (var victim in hitActors)
{
if (!IsValidAgainst(victim, firedBy))
continue;
var localModifiers = damageModifiers;
var healthInfo = victim.Info.Traits.GetOrDefault<HealthInfo>();
if (healthInfo != null)
{
var distance = Math.Max(0, (victim.CenterPosition - pos).Length - healthInfo.Radius.Range);
localModifiers = localModifiers.Append(GetDamageFalloff(distance));
}
DoImpact(victim, firedBy, localModifiers);
}
}
int GetDamageFalloff(int distance)
{
var inner = Range[0].Range;
for (var i = 1; i < Range.Length; i++)
{
var outer = Range[i].Range;
if (outer > distance)
return int2.Lerp(Falloff[i - 1], Falloff[i], distance - inner, outer - inner);
inner = outer;
}
return 0;
}
}
}