Remove fp calculations from SpreadDamageWarhead.

This commit is contained in:
Paul Chote
2014-08-17 21:26:25 +12:00
parent d002a23d67
commit 97c28e1353

View File

@@ -19,14 +19,37 @@ namespace OpenRA.Mods.RA
{
public class SpreadDamageWarhead : DamageWarhead
{
[Desc("For Normal DamageModel: Distance from the explosion center at which damage is 1/2.")]
[Desc("Range between falloff steps.")]
public readonly WRange Spread = new WRange(43);
[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
public WRange[] Range = null;
[Desc("Damage percentage at each range step")]
public readonly int[] Falloff = { 100, 37, 14, 5, 2, 1, 0 };
public void InitializeRange()
{
if (Range != null)
{
if (Range.Length != 1 && Range.Length != Falloff.Length)
throw new InvalidOperationException("Number of range values must be 1 or equal to the number of Falloff values.");
for (var i = 0; i < Range.Length - 1; i++)
if (Range[i] > Range[i + 1])
throw new InvalidOperationException("Range values must be specified in an increasing order.");
}
else
Range = Exts.MakeArray(Falloff.Length, i => i * Spread);
}
public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
{
if (Range == null)
InitializeRange();
var world = firedBy.World;
var maxSpread = new WRange((int)(Spread.Range * (float)Math.Log(Math.Abs(Damage), 2)));
var hitActors = world.FindActorsInCircle(pos, maxSpread);
var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1]);
foreach (var victim in hitActors)
{
@@ -38,25 +61,26 @@ namespace OpenRA.Mods.RA
if (healthInfo != null)
{
var distance = Math.Max(0, (victim.CenterPosition - pos).Length - healthInfo.Radius.Range);
localModifiers = localModifiers.Append((int)(100 * GetDamageFalloff(distance * 1f / Spread.Range)));
localModifiers = localModifiers.Append(GetDamageFalloff(distance));
}
DoImpact(victim, firedBy, localModifiers);
}
}
static readonly float[] falloff =
int GetDamageFalloff(int distance)
{
1f, 0.3678795f, 0.1353353f, 0.04978707f,
0.01831564f, 0.006737947f, 0.002478752f, 0.000911882f
};
var inner = Range[0].Range;
for (var i = 1; i < Range.Length; i++)
{
var outer = Range[i].Range;
if (outer > distance)
return int2.Lerp(Falloff[i - 1], Falloff[i], distance - inner, outer - inner);
static float GetDamageFalloff(float x)
{
var u = (int)x;
if (u >= falloff.Length - 1) return 0;
var t = x - u;
return (falloff[u] * (1 - t)) + (falloff[u + 1] * t);
inner = outer;
}
return 0;
}
}
}