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

@@ -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));
}
}
}