Files
OpenRA/OpenRA.Mods.Common/Warheads/FlashTargetsInRadiusWarhead.cs
2023-12-31 14:06:40 +02:00

61 lines
2.2 KiB
C#

#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 OpenRA.GameRules;
using OpenRA.Mods.Common.Effects;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Trigger a flash effect on the targeted actor, or actors within a circle.")]
public class FlashTargetsInRadiusWarhead : Warhead
{
[Desc("The overlay color to display when ActorFlashType is Overlay.")]
public readonly Color ActorFlashOverlayColor = Color.White;
[Desc("The overlay transparency to display when ActorFlashType is Overlay.")]
public readonly float ActorFlashOverlayAlpha = 0.5f;
[Desc("The tint to apply when ActorFlashType is Tint.")]
public readonly float3 ActorFlashTint = new(1.4f, 1.4f, 1.4f);
[Desc("Number of times to flash actors.")]
public readonly int ActorFlashCount = 2;
[Desc("Number of ticks between actor flashes.")]
public readonly int ActorFlashInterval = 2;
[Desc("Radius of an area at which effect will be applied. If left default effect applies only to target actor.")]
public readonly WDist Radius = new(0);
[Desc("Controls the way damage is calculated. Possible values are 'HitShape', 'ClosestTargetablePosition' and 'CenterPosition'.")]
public readonly DamageCalculationType DamageCalculationType = DamageCalculationType.HitShape;
public override void DoImpact(in Target target, WarheadArgs args)
{
var targetActor = target.Actor;
var firedBy = args.SourceActor;
var victims = Radius == WDist.Zero && targetActor != null ? new Actor[] { targetActor } : firedBy.World.FindActorsInCircle(target.CenterPosition, Radius);
foreach (var victim in victims)
{
if (!IsValidAgainst(victim, firedBy))
continue;
victim.World.AddFrameEndTask(w => w.Add(new FlashTarget(
victim, ActorFlashOverlayColor, ActorFlashOverlayAlpha,
ActorFlashCount, ActorFlashInterval)));
}
}
}
}