Everything is now OpenRA, not OpenRa
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114
OpenRA.Game/Combat.cs
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114
OpenRA.Game/Combat.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA
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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 world = firedBy.World;
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var targetTile = ((1f / Game.CellSize) * loc.ToFloat2()).ToInt2();
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var isWater = world.IsWater(targetTile);
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var hitWater = world.IsCellBuildable(targetTile, UnitMovementType.Float);
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if (warhead.Explosion != 0)
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world.AddFrameEndTask(
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w => w.Add(new Explosion(w, 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) world.Map.AddSmudge(targetTile, warhead);
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if (warhead.Ore) world.Map.DestroyOre(targetTile.X, targetTile.Y);
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var firepowerModifier = firedBy.traits
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.WithInterface<IFirepowerModifier>()
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.Select(a => a.GetFirepowerModifier())
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.Product();
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var maxSpread = GetMaximumSpread(weapon, warhead, firepowerModifier);
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var hitActors = world.FindUnitsInCircle(loc, maxSpread);
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foreach (var victim in hitActors)
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victim.InflictDamage(firedBy,
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(int)GetDamageToInflict(victim, loc, weapon, warhead, firepowerModifier), warhead);
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}
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static float GetMaximumSpread(WeaponInfo weapon, WarheadInfo warhead, float modifier)
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{
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return (int)(warhead.Spread * Math.Log(Math.Abs(weapon.Damage * modifier), 2));
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}
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static float GetDamageToInflict(Actor target, int2 loc, WeaponInfo weapon, WarheadInfo warhead, float modifier)
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{
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if (!WeaponValidForTarget(weapon, target))
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return 0f;
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var distance = (target.CenterLocation - loc).Length*1/24f;
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var rawDamage = weapon.Damage * modifier * (float)Math.Exp(-distance / warhead.Spread);
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var multiplier = warhead.EffectivenessAgainst(target.Info.Traits.Get<OwnedActorInfo>().Armor);
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return rawDamage * multiplier;
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}
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public static bool WeaponValidForTarget(WeaponInfo weapon, Actor target)
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{
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var projectile = Rules.ProjectileInfo[weapon.Projectile];
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var warhead = Rules.WarheadInfo[weapon.Warhead];
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var unit = target.traits.GetOrDefault<Unit>();
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if (warhead.EffectivenessAgainst(target.Info.Traits.Get<OwnedActorInfo>().Armor) <= 0)
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return false;
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if (target.traits.Contains<Submarine>())
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return projectile.ASW;
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if (unit != null && unit.Altitude > 0)
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return projectile.AA;
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if (projectile.UnderWater && !target.Info.Traits.Get<OwnedActorInfo>().WaterBound)
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return false;
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return projectile.AG;
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}
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public static bool HasAnyValidWeapons(Actor self, Actor target)
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{
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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if (info.PrimaryWeapon != null &&
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WeaponValidForTarget(self.GetPrimaryWeapon(), target)) return true;
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if (info.SecondaryWeapon != null &&
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WeaponValidForTarget(self.GetSecondaryWeapon(), target)) return true;
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return false;
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}
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}
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}
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