Merge pull request #12605 from reaperrr/ts-weapon-inheritance
Introduce TargetDamageWarhead + some TS weapon fixes
This commit is contained in:
@@ -574,6 +574,7 @@
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<Compile Include="Warheads\HealthPercentageDamageWarhead.cs" />
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<Compile Include="Warheads\LeaveSmudgeWarhead.cs" />
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<Compile Include="Warheads\SpreadDamageWarhead.cs" />
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<Compile Include="Warheads\TargetDamageWarhead.cs" />
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<Compile Include="Warheads\Warhead.cs" />
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<Compile Include="Widgets\ActorPreviewWidget.cs" />
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<Compile Include="Widgets\ColorMixerWidget.cs" />
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@@ -10,6 +10,7 @@
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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@@ -40,46 +41,42 @@ namespace OpenRA.Mods.Common.Projectiles
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readonly ProjectileArgs args;
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readonly InstantHitInfo info;
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bool doneDamage;
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WPos target;
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Target target;
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WPos source;
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public InstantHit(InstantHitInfo info, ProjectileArgs args)
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{
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this.args = args;
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this.info = info;
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target = args.PassiveTarget;
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source = args.Source;
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if (info.Inaccuracy.Length > 0)
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{
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var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
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var maxOffset = inaccuracy * (args.PassiveTarget - source).Length / args.Weapon.Range.Length;
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target = Target.FromPos(args.PassiveTarget + WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024);
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}
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else
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target = args.GuidedTarget;
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}
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public void Tick(World world)
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{
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// Check for blocking actors
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WPos blockedPos;
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target,
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target.CenterPosition,
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info.Width, info.TargetExtraSearchRadius, out blockedPos))
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{
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target = blockedPos;
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target = Target.FromPos(blockedPos);
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}
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if (info.Inaccuracy.Length > 0)
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{
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var inaccuracy = OpenRA.Mods.Common.Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
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var maxOffset = inaccuracy * (target - source).Length / args.Weapon.Range.Length;
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target += WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024;
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}
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if (!doneDamage)
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{
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args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
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doneDamage = true;
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world.AddFrameEndTask(w => w.Remove(this));
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}
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args.Weapon.Impact(target, args.SourceActor, args.DamageModifiers);
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world.AddFrameEndTask(w => w.Remove(this));
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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yield break;
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return Enumerable.Empty<IRenderable>();
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}
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}
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}
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62
OpenRA.Mods.Common/Warheads/TargetDamageWarhead.cs
Normal file
62
OpenRA.Mods.Common/Warheads/TargetDamageWarhead.cs
Normal file
@@ -0,0 +1,62 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Warheads
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{
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public class TargetDamageWarhead : DamageWarhead
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{
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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// Damages a single actor, rather than a position. Only support by InstantHit for now.
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// TODO: Add support for 'area of damage'
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if (target.Type == TargetType.Actor)
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DoImpact(target.Actor, firedBy, damageModifiers);
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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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// For now this only displays debug overlay
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// TODO: Add support for 'area of effect' / multiple targets
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var world = firedBy.World;
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var debugOverlayRange = new[] { WDist.Zero, new WDist(128) };
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if (world.LocalPlayer != null)
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{
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var devMode = world.LocalPlayer.PlayerActor.TraitOrDefault<DeveloperMode>();
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if (devMode != null && devMode.ShowCombatGeometry)
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world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, debugOverlayRange, DebugOverlayColor);
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}
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}
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public override void DoImpact(Actor victim, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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if (!IsValidAgainst(victim, firedBy))
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return;
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var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim)));
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victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
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var world = firedBy.World;
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if (world.LocalPlayer != null)
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{
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var debugOverlayRange = new[] { WDist.Zero, new WDist(128) };
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var devMode = world.LocalPlayer.PlayerActor.TraitOrDefault<DeveloperMode>();
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if (devMode != null && devMode.ShowCombatGeometry)
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world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(victim.CenterPosition, debugOverlayRange, DebugOverlayColor);
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}
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}
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}
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}
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