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
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@@ -10,50 +10,49 @@
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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.Mods.Common.Traits;
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using OpenRA.Primitives;
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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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[Desc("Damage will be applied to actors in this area. A value of zero means only targeted actor will be damaged.")]
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public readonly WDist Spread = WDist.Zero;
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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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var debugVis = world.WorldActor.TraitOrDefault<DebugVisualizations>();
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if (debugVis != null && debugVis.CombatGeometry)
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world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, debugOverlayRange, DebugOverlayColor);
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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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if (Spread == WDist.Zero)
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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 debugVis = firedBy.World.WorldActor.TraitOrDefault<DebugVisualizations>();
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if (debugVis != null && debugVis.CombatGeometry)
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firedBy.World.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, new[] { WDist.Zero, Spread }, DebugOverlayColor);
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var world = firedBy.World;
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if (world.LocalPlayer != null)
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foreach (var victim in firedBy.World.FindActorsOnCircle(pos, Spread))
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{
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var debugOverlayRange = new[] { WDist.Zero, new WDist(128) };
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if (!IsValidAgainst(victim, firedBy))
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continue;
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var debugVis = world.WorldActor.TraitOrDefault<DebugVisualizations>();
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if (debugVis != null && debugVis.CombatGeometry)
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world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(victim.CenterPosition, debugOverlayRange, DebugOverlayColor);
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var closestActiveShape = victim.TraitsImplementing<HitShape>()
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.Where(Exts.IsTraitEnabled)
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.Select(s => Pair.New(s, s.Info.Type.DistanceFromEdge(pos, victim)))
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.MinByOrDefault(s => s.Second);
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// Cannot be damaged without an active HitShape or if HitShape is outside Spread
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if (closestActiveShape.First == null || closestActiveShape.Second > Spread)
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continue;
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InflictDamage(victim, firedBy, closestActiveShape.First.Info, damageModifiers);
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}
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}
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protected virtual void InflictDamage(Actor victim, Actor firedBy, HitShapeInfo hitshapeInfo, IEnumerable<int> damageModifiers)
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{
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var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim, hitshapeInfo)));
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victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
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}
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}
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}
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