Introduce WarheadArgs

- Passes additional arguments to warheads on impact
- Uses that to reduce parameter count of DoImpact by 1
This commit is contained in:
reaperrr
2019-05-12 23:29:35 +02:00
committed by teinarss
parent fdc0a6e2b9
commit 6220d7e62e
31 changed files with 127 additions and 44 deletions

View File

@@ -10,6 +10,7 @@
#endregion
using System.Collections.Generic;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
@@ -23,8 +24,9 @@ namespace OpenRA.Mods.Common.Warheads
public readonly WDist Range = WDist.FromCells(1);
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
public override void DoImpact(Target target, WarheadArgs args)
{
var firedBy = args.SourceActor;
var actors = target.Type == TargetType.Actor ? new[] { target.Actor } :
firedBy.World.FindActorsInCircle(target.CenterPosition, Range);

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@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
@@ -103,8 +104,9 @@ namespace OpenRA.Mods.Common.Warheads
return invalidHit ? ImpactTargetType.InvalidActor : ImpactTargetType.NoActor;
}
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
public override void DoImpact(Target target, WarheadArgs args)
{
var firedBy = args.SourceActor;
if (!target.IsValidFor(firedBy))
return;

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@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
@@ -25,11 +26,12 @@ namespace OpenRA.Mods.Common.Warheads
public readonly string AddsResourceType = null;
// TODO: Allow maximum resource splatter to be defined. (Per tile, and in total).
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
public override void DoImpact(Target target, WarheadArgs args)
{
if (string.IsNullOrEmpty(AddsResourceType))
return;
var firedBy = args.SourceActor;
var world = firedBy.World;
var targetTile = world.Map.CellContaining(target.CenterPosition);
var resLayer = world.WorldActor.Trait<ResourceLayer>();

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@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
@@ -57,8 +58,10 @@ namespace OpenRA.Mods.Common.Warheads
victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
}
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
public override void DoImpact(Target target, WarheadArgs args)
{
var firedBy = args.SourceActor;
// Used by traits or warheads that damage a single actor, rather than a position
if (target.Type == TargetType.Actor)
{
@@ -74,10 +77,10 @@ namespace OpenRA.Mods.Common.Warheads
if (closestActiveShape == null)
return;
InflictDamage(victim, firedBy, closestActiveShape.Info, damageModifiers);
InflictDamage(victim, firedBy, closestActiveShape.Info, args.DamageModifiers);
}
else if (target.Type != TargetType.Invalid)
DoImpact(target.CenterPosition, firedBy, damageModifiers);
DoImpact(target.CenterPosition, firedBy, args.DamageModifiers);
}
public abstract void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers);

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@@ -10,6 +10,7 @@
#endregion
using System.Collections.Generic;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
@@ -21,8 +22,9 @@ namespace OpenRA.Mods.Common.Warheads
public readonly int[] Size = { 0, 0 };
// TODO: Allow maximum resource removal to be defined. (Per tile, and in total).
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
public override void DoImpact(Target target, WarheadArgs args)
{
var firedBy = args.SourceActor;
var world = firedBy.World;
var targetTile = world.Map.CellContaining(target.CenterPosition);
var resLayer = world.WorldActor.Trait<ResourceLayer>();

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@@ -44,13 +44,15 @@ namespace OpenRA.Mods.Common.Warheads
throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(Weapon.ToLowerInvariant()));
}
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
public override void DoImpact(Target target, WarheadArgs args)
{
var firedBy = args.SourceActor;
if (!target.IsValidFor(firedBy))
return;
var map = firedBy.World.Map;
var targetCell = map.CellContaining(target.CenterPosition);
var damageModifiers = args.DamageModifiers;
var targetCells = CellsMatching(targetCell, false);
foreach (var c in targetCells)

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@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
@@ -27,8 +28,9 @@ namespace OpenRA.Mods.Common.Warheads
public readonly WDist Range = WDist.FromCells(1);
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
public override void DoImpact(Target target, WarheadArgs args)
{
var firedBy = args.SourceActor;
var actors = target.Type == TargetType.Actor ? new[] { target.Actor } :
firedBy.World.FindActorsInCircle(target.CenterPosition, Range);

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@@ -12,6 +12,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
@@ -31,8 +32,9 @@ namespace OpenRA.Mods.Common.Warheads
[Desc("Percentual chance the smudge is created.")]
public readonly int Chance = 100;
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
public override void DoImpact(Target target, WarheadArgs args)
{
var firedBy = args.SourceActor;
var world = firedBy.World;
if (Chance < world.LocalRandom.Next(100))

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@@ -10,6 +10,7 @@
#endregion
using System.Collections.Generic;
using OpenRA.GameRules;
using OpenRA.Primitives;
using OpenRA.Traits;
@@ -59,7 +60,7 @@ namespace OpenRA.Mods.Common.Warheads
}
/// <summary>Applies the warhead's effect against the target.</summary>
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
public abstract void DoImpact(Target target, WarheadArgs args);
/// <summary>Checks if the warhead is valid against (can do something to) the actor.</summary>
public virtual bool IsValidAgainst(Actor victim, Actor firedBy)