#region Copyright & License Information /* * Copyright 2007-2020 The OpenRA Developers (see AUTHORS) * 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.Collections.Generic; using System.Linq; using OpenRA.GameRules; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Warheads { public abstract class DamageWarhead : Warhead { [Desc("How much (raw) damage to deal.")] public readonly int Damage = 0; [Desc("Types of damage that this warhead causes. Leave empty for no damage types.")] public readonly BitSet DamageTypes = default(BitSet); [Desc("Damage percentage versus each armortype.")] public readonly Dictionary Versus = new Dictionary(); public override bool IsValidAgainst(Actor victim, Actor firedBy) { // Cannot be damaged without a Health trait if (!victim.Info.HasTraitInfo()) return false; return base.IsValidAgainst(victim, firedBy); } 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() .Where(a => !a.IsTraitDisabled && a.Info.Type != null && Versus.ContainsKey(a.Info.Type) && (shapeInfo.ArmorTypes == default(BitSet) || shapeInfo.ArmorTypes.Contains(a.Info.Type))) .Select(a => Versus[a.Info.Type]); return Util.ApplyPercentageModifiers(100, armor); } protected virtual void InflictDamage(Actor victim, Actor firedBy, HitShapeInfo hitshapeInfo, IEnumerable damageModifiers) { var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim, hitshapeInfo))); victim.InflictDamage(firedBy, new Damage(damage, DamageTypes)); } public override void DoImpact(Target target, WarheadArgs args) { var firedBy = args.SourceActor; // Used by traits or warheads that damage a single actor, rather than a position if (target.Type == TargetType.Actor) { var victim = target.Actor; if (!IsValidAgainst(victim, firedBy)) return; var closestActiveShape = victim.TraitsImplementing().Where(Exts.IsTraitEnabled) .MinByOrDefault(t => t.Info.Type.DistanceFromEdge(victim.CenterPosition, victim)); // Cannot be damaged without an active HitShape if (closestActiveShape == null) return; InflictDamage(victim, firedBy, closestActiveShape.Info, args.DamageModifiers); } else if (target.Type != TargetType.Invalid) DoImpact(target.CenterPosition, firedBy, args.DamageModifiers); } public abstract void DoImpact(WPos pos, Actor firedBy, IEnumerable damageModifiers); } }