Remove fp calculations from SpreadDamageWarhead.
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@@ -19,14 +19,37 @@ 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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[Desc("Range between falloff steps.")]
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public readonly WRange Spread = new WRange(43);
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[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
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public WRange[] Range = null;
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[Desc("Damage percentage at each range step")]
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public readonly int[] Falloff = { 100, 37, 14, 5, 2, 1, 0 };
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public void InitializeRange()
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{
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if (Range != null)
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{
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if (Range.Length != 1 && Range.Length != Falloff.Length)
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throw new InvalidOperationException("Number of range values must be 1 or equal to the number of Falloff values.");
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for (var i = 0; i < Range.Length - 1; i++)
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if (Range[i] > Range[i + 1])
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throw new InvalidOperationException("Range values must be specified in an increasing order.");
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}
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else
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Range = Exts.MakeArray(Falloff.Length, i => i * Spread);
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}
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public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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if (Range == null)
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InitializeRange();
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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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var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1]);
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foreach (var victim in hitActors)
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{
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@@ -38,25 +61,26 @@ namespace OpenRA.Mods.RA
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if (healthInfo != null)
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{
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var distance = Math.Max(0, (victim.CenterPosition - pos).Length - healthInfo.Radius.Range);
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localModifiers = localModifiers.Append((int)(100 * GetDamageFalloff(distance * 1f / Spread.Range)));
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localModifiers = localModifiers.Append(GetDamageFalloff(distance));
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}
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DoImpact(victim, firedBy, localModifiers);
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}
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}
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static readonly float[] falloff =
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int GetDamageFalloff(int distance)
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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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var inner = Range[0].Range;
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for (var i = 1; i < Range.Length; i++)
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{
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var outer = Range[i].Range;
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if (outer > distance)
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return int2.Lerp(Falloff[i - 1], Falloff[i], distance - inner, outer - inner);
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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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inner = outer;
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}
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return 0;
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}
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}
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}
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