Move warheads into mod code.
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75
OpenRA.Mods.RA/Warheads/SpreadDamageWarhead.cs
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75
OpenRA.Mods.RA/Warheads/SpreadDamageWarhead.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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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.Effects;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class SpreadDamageWarhead : DamageWarhead
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{
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[Desc("For Normal DamageModel: Distance from the explosion center at which damage is 1/2.")]
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public readonly WRange Spread = new WRange(43);
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public override void DoImpact(WPos pos, Actor firedBy, float firepowerModifier)
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{
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var world = firedBy.World;
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var maxSpread = new WRange((int)(Spread.Range * (float)Math.Log(Math.Abs(Damage), 2)));
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var hitActors = world.FindActorsInCircle(pos, maxSpread);
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foreach (var victim in hitActors)
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if (IsValidAgainst(victim, firedBy))
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{
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var damage = (int)GetDamageToInflict(pos, victim, firedBy, firepowerModifier);
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victim.InflictDamage(firedBy, damage, this);
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}
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}
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public override void DoImpact(Actor victim, Actor firedBy, float firepowerModifier)
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{
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if (IsValidAgainst(victim, firedBy))
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{
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var damage = GetDamageToInflict(victim.CenterPosition, victim, firedBy, firepowerModifier);
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victim.InflictDamage(firedBy, damage, this);
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}
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}
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public int GetDamageToInflict(WPos pos, Actor target, Actor firedBy, float modifier)
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{
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var healthInfo = target.Info.Traits.GetOrDefault<HealthInfo>();
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if (healthInfo == null)
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return 0;
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var distance = Math.Max(0, (target.CenterPosition - pos).Length - healthInfo.Radius.Range);
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var falloff = (float)GetDamageFalloff(distance * 1f / Spread.Range);
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var rawDamage = (float)(falloff * Damage);
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return (int)(rawDamage * modifier * EffectivenessAgainst(target.Info));
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}
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static readonly float[] falloff =
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{
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1f, 0.3678795f, 0.1353353f, 0.04978707f,
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0.01831564f, 0.006737947f, 0.002478752f, 0.000911882f
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};
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static float GetDamageFalloff(float x)
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{
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var u = (int)x;
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if (u >= falloff.Length - 1) return 0;
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var t = x - u;
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return (falloff[u] * (1 - t)) + (falloff[u + 1] * t);
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}
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}
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}
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