#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.GameRules; using OpenRA.Mods.Common.Traits; using OpenRA.Traits; namespace OpenRA.Mods.Common.Warheads { [Desc("Creates a smudge in `SmudgeLayer`.")] public class LeaveSmudgeWarhead : Warhead { [Desc("Size of the area. A smudge will be created in each tile.", "Provide 2 values for a ring effect (outer/inner).")] public readonly int[] Size = { 0, 0 }; [Desc("Type of smudge to apply to terrain.")] public readonly HashSet SmudgeType = new(); [Desc("Percentage chance the smudge is created.")] public readonly int Chance = 100; public override void DoImpact(in Target target, WarheadArgs args) { if (target.Type == TargetType.Invalid) return; var firedBy = args.SourceActor; var world = firedBy.World; if (Chance < world.LocalRandom.Next(100)) return; var pos = target.CenterPosition; var dat = world.Map.DistanceAboveTerrain(pos); if (dat > AirThreshold) return; var targetTile = world.Map.CellContaining(pos); var smudgeLayers = world.WorldActor.TraitsImplementing().ToDictionary(x => x.Info.Type); var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0; var allCells = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]); // Draw the smudges: foreach (var sc in allCells) { var smudgeType = world.Map.GetTerrainInfo(sc).AcceptsSmudgeType.FirstOrDefault(SmudgeType.Contains); if (smudgeType == null) continue; var cellActors = world.ActorMap.GetActorsAt(sc); if (cellActors.Any(a => !IsValidAgainst(a, firedBy))) continue; if (!smudgeLayers.TryGetValue(smudgeType, out var smudgeLayer)) throw new NotImplementedException($"Unknown smudge type `{smudgeType}`"); smudgeLayer.AddSmudge(sc); } } } }