Make HitShape mandatory for damaging actors and refactor warheads.

* Adds support for linking Armor traits to HitShapes.
* Adds spread support to TargetDamageWarhead
* Removes ring-damage support from HealthPercentageDamage
* Removes IsValidAgainst check from DoImpact(Actor victim...) overload
  and instead lets warheads perform the check beforehand
  (to avoid HitShape look-ups on invalid targets).
* Reduces duplication and improves readability of Warhead implementations
This commit is contained in:
reaperrr
2018-10-25 21:15:34 +00:00
committed by reaperrr
parent e2050dfdc9
commit f18ce8cfda
8 changed files with 123 additions and 89 deletions

View File

@@ -30,20 +30,25 @@ namespace OpenRA.Mods.Common.Warheads
public override bool IsValidAgainst(Actor victim, Actor firedBy)
{
// Cannot be damaged without a Health trait
if (!victim.Info.HasTraitInfo<HealthInfo>())
return false;
if (Damage < 0 && victim.GetDamageState() == DamageState.Undamaged)
return false;
return base.IsValidAgainst(victim, firedBy);
}
public int DamageVersus(Actor victim)
public int DamageVersus(Actor victim, HitShapeInfo shapeInfo)
{
// If no Versus values are defined, DamageVersus would return 100 anyway, so we might as well do that early.
if (Versus.Count == 0)
return 100;
var armor = victim.TraitsImplementing<Armor>()
.Where(a => !a.IsTraitDisabled && a.Info.Type != null && Versus.ContainsKey(a.Info.Type))
.Where(a => !a.IsTraitDisabled && a.Info.Type != null && Versus.ContainsKey(a.Info.Type) &&
(shapeInfo.ArmorTypes == default(BitSet<ArmorType>) || shapeInfo.ArmorTypes.Contains(a.Info.Type)))
.Select(a => Versus[a.Info.Type]);
return Util.ApplyPercentageModifiers(100, armor);
@@ -51,22 +56,28 @@ namespace OpenRA.Mods.Common.Warheads
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
{
// Used by traits that damage a single actor, rather than a position
// Used by traits or warheads that damage a single actor, rather than a position
if (target.Type == TargetType.Actor)
DoImpact(target.Actor, firedBy, damageModifiers);
{
var victim = target.Actor;
if (!IsValidAgainst(victim, firedBy))
return;
var closestActiveShape = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled)
.MinByOrDefault(t => t.Info.Type.DistanceFromEdge(victim.CenterPosition, victim));
// Cannot be damaged without an active HitShape
if (closestActiveShape == null)
return;
var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim, closestActiveShape.Info)));
victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
}
else if (target.Type != TargetType.Invalid)
DoImpact(target.CenterPosition, firedBy, damageModifiers);
}
public abstract void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers);
public virtual void DoImpact(Actor victim, Actor firedBy, IEnumerable<int> damageModifiers)
{
if (!IsValidAgainst(victim, firedBy))
return;
var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim)));
victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
}
}
}

View File

@@ -10,45 +10,17 @@
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
public class HealthPercentageDamageWarhead : DamageWarhead
public class HealthPercentageDamageWarhead : TargetDamageWarhead
{
[Desc("Size of the area. Damage will be applied to this area.", "If two spreads are defined, the area of effect is a ring, where the second value is the inner radius.")]
public readonly WDist[] Spread = { new WDist(43) };
public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
protected override void InflictDamage(Actor victim, Actor firedBy, HitShapeInfo hitshapeInfo, IEnumerable<int> damageModifiers)
{
var world = firedBy.World;
var debugVis = world.WorldActor.TraitOrDefault<DebugVisualizations>();
if (debugVis != null && debugVis.CombatGeometry)
world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Spread, DebugOverlayColor);
var range = Spread[0];
var hitActors = world.FindActorsInCircle(pos, range);
if (Spread.Length > 1 && Spread[1].Length > 0)
hitActors = hitActors.Except(world.FindActorsInCircle(pos, Spread[1]));
foreach (var victim in hitActors)
DoImpact(victim, firedBy, damageModifiers);
}
public override void DoImpact(Actor victim, Actor firedBy, IEnumerable<int> damageModifiers)
{
if (!IsValidAgainst(victim, firedBy))
return;
var healthInfo = victim.Info.TraitInfoOrDefault<IHealthInfo>();
if (healthInfo == null)
return;
// Damage is measured as a percentage of the target health
var damage = Util.ApplyPercentageModifiers(healthInfo.MaxHP, damageModifiers.Append(Damage, DamageVersus(victim)));
var healthInfo = victim.Info.TraitInfo<HealthInfo>();
var damage = Util.ApplyPercentageModifiers(healthInfo.HP, damageModifiers.Append(Damage, DamageVersus(victim, hitshapeInfo)));
victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
}
}

View File

@@ -13,6 +13,7 @@ using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
@@ -45,30 +46,27 @@ namespace OpenRA.Mods.Common.Warheads
public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
{
var world = firedBy.World;
var debugVis = world.WorldActor.TraitOrDefault<DebugVisualizations>();
var debugVis = firedBy.World.WorldActor.TraitOrDefault<DebugVisualizations>();
if (debugVis != null && debugVis.CombatGeometry)
world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range, DebugOverlayColor);
firedBy.World.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range, DebugOverlayColor);
var hitActors = world.FindActorsOnCircle(pos, Range[Range.Length - 1]);
foreach (var victim in hitActors)
foreach (var victim in firedBy.World.FindActorsOnCircle(pos, Range[Range.Length - 1]))
{
// Cannot be damaged without a Health trait
var healthInfo = victim.Info.TraitInfoOrDefault<IHealthInfo>();
if (healthInfo == null)
if (!IsValidAgainst(victim, firedBy))
continue;
var closestActiveShape = victim.TraitsImplementing<HitShape>()
.Where(Exts.IsTraitEnabled)
.Select(s => Pair.New(s, s.Info.Type.DistanceFromEdge(pos, victim)))
.MinByOrDefault(s => s.Second);
// Cannot be damaged without an active HitShape
var activeShapes = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled);
if (!activeShapes.Any())
if (closestActiveShape.First == null)
continue;
var distance = activeShapes.Min(t => t.Info.Type.DistanceFromEdge(pos, victim));
var localModifiers = damageModifiers.Append(GetDamageFalloff(distance.Length));
DoImpact(victim, firedBy, localModifiers);
var localModifiers = damageModifiers.Append(GetDamageFalloff(closestActiveShape.Second.Length));
var damage = Util.ApplyPercentageModifiers(Damage, localModifiers.Append(DamageVersus(victim, closestActiveShape.First.Info)));
victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
}
}

View File

@@ -10,50 +10,49 @@
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
public class TargetDamageWarhead : DamageWarhead
{
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
{
// Damages a single actor, rather than a position. Only support by InstantHit for now.
// TODO: Add support for 'area of damage'
if (target.Type == TargetType.Actor)
DoImpact(target.Actor, firedBy, damageModifiers);
}
[Desc("Damage will be applied to actors in this area. A value of zero means only targeted actor will be damaged.")]
public readonly WDist Spread = WDist.Zero;
public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
{
// For now this only displays debug overlay
// TODO: Add support for 'area of effect' / multiple targets
var world = firedBy.World;
var debugOverlayRange = new[] { WDist.Zero, new WDist(128) };
var debugVis = world.WorldActor.TraitOrDefault<DebugVisualizations>();
if (debugVis != null && debugVis.CombatGeometry)
world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, debugOverlayRange, DebugOverlayColor);
}
public override void DoImpact(Actor victim, Actor firedBy, IEnumerable<int> damageModifiers)
{
if (!IsValidAgainst(victim, firedBy))
if (Spread == WDist.Zero)
return;
var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim)));
victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
var debugVis = firedBy.World.WorldActor.TraitOrDefault<DebugVisualizations>();
if (debugVis != null && debugVis.CombatGeometry)
firedBy.World.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, new[] { WDist.Zero, Spread }, DebugOverlayColor);
var world = firedBy.World;
if (world.LocalPlayer != null)
foreach (var victim in firedBy.World.FindActorsOnCircle(pos, Spread))
{
var debugOverlayRange = new[] { WDist.Zero, new WDist(128) };
if (!IsValidAgainst(victim, firedBy))
continue;
var debugVis = world.WorldActor.TraitOrDefault<DebugVisualizations>();
if (debugVis != null && debugVis.CombatGeometry)
world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(victim.CenterPosition, debugOverlayRange, DebugOverlayColor);
var closestActiveShape = victim.TraitsImplementing<HitShape>()
.Where(Exts.IsTraitEnabled)
.Select(s => Pair.New(s, s.Info.Type.DistanceFromEdge(pos, victim)))
.MinByOrDefault(s => s.Second);
// Cannot be damaged without an active HitShape or if HitShape is outside Spread
if (closestActiveShape.First == null || closestActiveShape.Second > Spread)
continue;
InflictDamage(victim, firedBy, closestActiveShape.First.Info, damageModifiers);
}
}
protected virtual void InflictDamage(Actor victim, Actor firedBy, HitShapeInfo hitshapeInfo, IEnumerable<int> damageModifiers)
{
var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim, hitshapeInfo)));
victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
}
}
}