#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.Linq; using OpenRA.GameRules; using OpenRA.Mods.Common.Traits; using OpenRA.Traits; namespace OpenRA.Mods.Common.Warheads { public class CreateResourceWarhead : Warhead, IRulesetLoaded { [Desc("Size of the area. The resources are seeded within this area.", "Provide 2 values for a ring effect (outer/inner).")] public readonly int[] Size = { 0, 0 }; [Desc("Will this splatter resources and which?")] [FieldLoader.Require] public readonly string AddsResourceType = null; void IRulesetLoaded.RulesetLoaded(Ruleset rules, WeaponInfo info) { var world = rules.Actors["world"]; var resourceType = world.TraitInfos() .FirstOrDefault(t => t.Type == AddsResourceType); if (resourceType == null) throw new YamlException("CreateResourceWarhead defines an invalid resource type '{0}'".F(AddsResourceType)); } // TODO: Allow maximum resource splatter to be defined. (Per tile, and in total). public override void DoImpact(in Target target, WarheadArgs args) { if (target.Type == TargetType.Invalid) return; var firedBy = args.SourceActor; var pos = target.CenterPosition; var world = firedBy.World; var dat = world.Map.DistanceAboveTerrain(pos); if (dat > AirThreshold) return; var targetTile = world.Map.CellContaining(pos); var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0; var allCells = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]); var resourceType = world.WorldActor.TraitsImplementing() .First(t => t.Info.Type == AddsResourceType); var resLayer = world.WorldActor.Trait(); foreach (var cell in allCells) { if (!resLayer.CanSpawnResourceAt(resourceType, cell)) continue; var splash = world.SharedRandom.Next(1, resourceType.Info.MaxDensity - resLayer.GetResourceDensity(cell)); resLayer.AddResource(resourceType, cell, splash); } } } }