Introduce WarheadArgs
- Passes additional arguments to warheads on impact - Uses that to reduce parameter count of DoImpact by 1
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@@ -10,6 +10,7 @@
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#endregion
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using System.Collections.Generic;
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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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@@ -23,8 +24,9 @@ namespace OpenRA.Mods.Common.Warheads
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public readonly WDist Range = WDist.FromCells(1);
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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public override void DoImpact(Target target, WarheadArgs args)
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{
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var firedBy = args.SourceActor;
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var actors = target.Type == TargetType.Actor ? new[] { target.Actor } :
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firedBy.World.FindActorsInCircle(target.CenterPosition, Range);
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@@ -11,6 +11,7 @@
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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.Effects;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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@@ -103,8 +104,9 @@ namespace OpenRA.Mods.Common.Warheads
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return invalidHit ? ImpactTargetType.InvalidActor : ImpactTargetType.NoActor;
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}
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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public override void DoImpact(Target target, WarheadArgs args)
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{
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var firedBy = args.SourceActor;
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if (!target.IsValidFor(firedBy))
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return;
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@@ -11,6 +11,7 @@
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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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@@ -25,11 +26,12 @@ namespace OpenRA.Mods.Common.Warheads
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public readonly string AddsResourceType = null;
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// TODO: Allow maximum resource splatter to be defined. (Per tile, and in total).
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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public override void DoImpact(Target target, WarheadArgs args)
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{
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if (string.IsNullOrEmpty(AddsResourceType))
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return;
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var firedBy = args.SourceActor;
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(target.CenterPosition);
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var resLayer = world.WorldActor.Trait<ResourceLayer>();
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@@ -11,6 +11,7 @@
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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.Primitives;
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using OpenRA.Traits;
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@@ -57,8 +58,10 @@ namespace OpenRA.Mods.Common.Warheads
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victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
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}
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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public override void DoImpact(Target target, WarheadArgs args)
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{
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var firedBy = args.SourceActor;
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// Used by traits or warheads that damage a single actor, rather than a position
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if (target.Type == TargetType.Actor)
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{
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@@ -74,10 +77,10 @@ namespace OpenRA.Mods.Common.Warheads
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if (closestActiveShape == null)
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return;
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InflictDamage(victim, firedBy, closestActiveShape.Info, damageModifiers);
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InflictDamage(victim, firedBy, closestActiveShape.Info, args.DamageModifiers);
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}
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else if (target.Type != TargetType.Invalid)
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DoImpact(target.CenterPosition, firedBy, damageModifiers);
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DoImpact(target.CenterPosition, firedBy, args.DamageModifiers);
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}
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public abstract void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers);
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@@ -10,6 +10,7 @@
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#endregion
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using System.Collections.Generic;
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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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@@ -21,8 +22,9 @@ namespace OpenRA.Mods.Common.Warheads
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public readonly int[] Size = { 0, 0 };
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// TODO: Allow maximum resource removal to be defined. (Per tile, and in total).
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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public override void DoImpact(Target target, WarheadArgs args)
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{
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var firedBy = args.SourceActor;
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(target.CenterPosition);
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var resLayer = world.WorldActor.Trait<ResourceLayer>();
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@@ -44,13 +44,15 @@ namespace OpenRA.Mods.Common.Warheads
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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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public override void DoImpact(Target target, WarheadArgs args)
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{
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var firedBy = args.SourceActor;
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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 damageModifiers = args.DamageModifiers;
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var targetCells = CellsMatching(targetCell, false);
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foreach (var c in targetCells)
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@@ -11,6 +11,7 @@
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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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@@ -27,8 +28,9 @@ namespace OpenRA.Mods.Common.Warheads
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public readonly WDist Range = WDist.FromCells(1);
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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public override void DoImpact(Target target, WarheadArgs args)
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{
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var firedBy = args.SourceActor;
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var actors = target.Type == TargetType.Actor ? new[] { target.Actor } :
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firedBy.World.FindActorsInCircle(target.CenterPosition, Range);
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@@ -12,6 +12,7 @@
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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 OpenRA.GameRules;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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@@ -31,8 +32,9 @@ namespace OpenRA.Mods.Common.Warheads
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[Desc("Percentual chance the smudge is created.")]
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public readonly int Chance = 100;
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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public override void DoImpact(Target target, WarheadArgs args)
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{
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var firedBy = args.SourceActor;
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var world = firedBy.World;
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if (Chance < world.LocalRandom.Next(100))
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@@ -10,6 +10,7 @@
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#endregion
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using System.Collections.Generic;
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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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@@ -59,7 +60,7 @@ namespace OpenRA.Mods.Common.Warheads
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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(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
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public abstract void DoImpact(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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