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:
@@ -924,6 +924,7 @@
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<Compile Include="UpdateRules\Rules\20180923\RenameEditorTilesetFilter.cs" />
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<Compile Include="UpdateRules\Rules\20180923\MergeRearmAndRepairAnimation.cs" />
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<Compile Include="UpdateRules\Rules\20180923\LowPowerSlowdownToModifier.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemoveHealthPercentageRing.cs" />
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<Compile Include="Traits\Player\PlayerResources.cs" />
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<Compile Include="UtilityCommands\DumpSequenceSheetsCommand.cs" />
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<Compile Include="Traits\Render\WithBuildingRepairDecoration.cs" />
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@@ -11,6 +11,9 @@
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namespace OpenRA.Mods.Common.Traits
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{
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// Type tag for armor type bits
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public class ArmorType { }
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[Desc("Used to define weapon efficiency modifiers with different percentages per Type.")]
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public class ArmorInfo : ConditionalTraitInfo
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{
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@@ -12,6 +12,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.HitShapes;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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@@ -25,6 +26,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Create a targetable position at the center of each occupied cell. Stacks with TargetableOffsets.")]
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public readonly bool UseTargetableCellsOffsets = false;
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[Desc("Defines which Armor types apply when the actor receives damage to this HitShape.",
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"If none specified, all armor types the actor has are valid.")]
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public readonly BitSet<ArmorType> ArmorTypes = default(BitSet<ArmorType>);
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[FieldLoader.LoadUsing("LoadShape")]
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public readonly IHitShape Type;
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@@ -0,0 +1,45 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class RemoveHealthPercentageRing : UpdateRule
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{
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public override string Name { get { return "Remove ring support from HealthPercentageDamage warheads' Spread"; } }
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public override string Description
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{
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get
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{
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return "Setting a second value in this warheads' Spread to define a 'ring' is no longer supported.";
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}
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}
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public override IEnumerable<string> UpdateWeaponNode(ModData modData, MiniYamlNode weaponNode)
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{
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foreach (var node in weaponNode.ChildrenMatching("Warhead"))
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{
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if (node.NodeValue<string>() == "HealthPercentageDamage")
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{
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foreach (var spreadNode in node.ChildrenMatching("Spread"))
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{
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var oldValue = spreadNode.NodeValue<string[]>();
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if (oldValue.Length > 1)
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spreadNode.ReplaceValue(oldValue[0]);
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}
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}
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}
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yield break;
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}
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}
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}
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@@ -30,20 +30,25 @@ namespace OpenRA.Mods.Common.Warheads
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public override bool IsValidAgainst(Actor victim, Actor firedBy)
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{
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// Cannot be damaged without a Health trait
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if (!victim.Info.HasTraitInfo<HealthInfo>())
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return false;
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if (Damage < 0 && victim.GetDamageState() == DamageState.Undamaged)
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return false;
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return base.IsValidAgainst(victim, firedBy);
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}
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public int DamageVersus(Actor victim)
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public int DamageVersus(Actor victim, HitShapeInfo shapeInfo)
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{
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// If no Versus values are defined, DamageVersus would return 100 anyway, so we might as well do that early.
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if (Versus.Count == 0)
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return 100;
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var armor = victim.TraitsImplementing<Armor>()
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.Where(a => !a.IsTraitDisabled && a.Info.Type != null && Versus.ContainsKey(a.Info.Type))
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.Where(a => !a.IsTraitDisabled && a.Info.Type != null && Versus.ContainsKey(a.Info.Type) &&
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(shapeInfo.ArmorTypes == default(BitSet<ArmorType>) || shapeInfo.ArmorTypes.Contains(a.Info.Type)))
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.Select(a => Versus[a.Info.Type]);
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return Util.ApplyPercentageModifiers(100, armor);
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@@ -51,22 +56,28 @@ namespace OpenRA.Mods.Common.Warheads
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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// Used by traits that damage a single actor, rather than a position
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// Used by traits or warheads that damage a single actor, rather than a position
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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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var victim = target.Actor;
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if (!IsValidAgainst(victim, firedBy))
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return;
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var closestActiveShape = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled)
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.MinByOrDefault(t => t.Info.Type.DistanceFromEdge(victim.CenterPosition, victim));
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// Cannot be damaged without an active HitShape
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if (closestActiveShape == null)
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return;
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var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim, closestActiveShape.Info)));
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victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
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}
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else if (target.Type != TargetType.Invalid)
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DoImpact(target.CenterPosition, firedBy, damageModifiers);
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}
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public abstract void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers);
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public virtual 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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}
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}
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}
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@@ -10,45 +10,17 @@
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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.Traits;
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namespace OpenRA.Mods.Common.Warheads
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{
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public class HealthPercentageDamageWarhead : DamageWarhead
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public class HealthPercentageDamageWarhead : TargetDamageWarhead
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{
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[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.")]
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public readonly WDist[] Spread = { new WDist(43) };
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public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
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protected override void InflictDamage(Actor victim, Actor firedBy, HitShapeInfo hitshapeInfo, IEnumerable<int> damageModifiers)
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{
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var world = firedBy.World;
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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, Spread, DebugOverlayColor);
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var range = Spread[0];
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var hitActors = world.FindActorsInCircle(pos, range);
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if (Spread.Length > 1 && Spread[1].Length > 0)
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hitActors = hitActors.Except(world.FindActorsInCircle(pos, Spread[1]));
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foreach (var victim in hitActors)
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DoImpact(victim, firedBy, damageModifiers);
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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 healthInfo = victim.Info.TraitInfoOrDefault<IHealthInfo>();
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if (healthInfo == null)
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return;
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// Damage is measured as a percentage of the target health
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var damage = Util.ApplyPercentageModifiers(healthInfo.MaxHP, damageModifiers.Append(Damage, DamageVersus(victim)));
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var healthInfo = victim.Info.TraitInfo<HealthInfo>();
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var damage = Util.ApplyPercentageModifiers(healthInfo.HP, damageModifiers.Append(Damage, 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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@@ -13,6 +13,7 @@ using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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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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@@ -45,30 +46,27 @@ namespace OpenRA.Mods.Common.Warheads
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public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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var world = firedBy.World;
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var debugVis = world.WorldActor.TraitOrDefault<DebugVisualizations>();
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var debugVis = firedBy.World.WorldActor.TraitOrDefault<DebugVisualizations>();
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if (debugVis != null && debugVis.CombatGeometry)
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world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range, DebugOverlayColor);
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firedBy.World.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range, DebugOverlayColor);
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var hitActors = world.FindActorsOnCircle(pos, Range[Range.Length - 1]);
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foreach (var victim in hitActors)
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foreach (var victim in firedBy.World.FindActorsOnCircle(pos, Range[Range.Length - 1]))
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{
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// Cannot be damaged without a Health trait
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var healthInfo = victim.Info.TraitInfoOrDefault<IHealthInfo>();
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if (healthInfo == null)
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if (!IsValidAgainst(victim, firedBy))
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continue;
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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
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var activeShapes = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled);
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if (!activeShapes.Any())
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if (closestActiveShape.First == null)
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continue;
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var distance = activeShapes.Min(t => t.Info.Type.DistanceFromEdge(pos, victim));
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var localModifiers = damageModifiers.Append(GetDamageFalloff(distance.Length));
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DoImpact(victim, firedBy, localModifiers);
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var localModifiers = damageModifiers.Append(GetDamageFalloff(closestActiveShape.Second.Length));
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var damage = Util.ApplyPercentageModifiers(Damage, localModifiers.Append(DamageVersus(victim, closestActiveShape.First.Info)));
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victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
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}
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}
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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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Reference in New Issue
Block a user