Files
OpenRA/OpenRA.Mods.RA/Combat.cs

204 lines
6.3 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Mods.RA.Effects;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
using System.Collections.Generic;
namespace OpenRA.Mods.RA
{
public static class Combat /* some utility bits that are shared between various things */
{
static string GetImpactSound(WarheadInfo warhead, bool isWater)
{
if (isWater && warhead.WaterImpactSound != null)
return warhead.WaterImpactSound;
if (warhead.ImpactSound != null)
return warhead.ImpactSound;
return null;
}
public static void DoImpact(WPos pos, WarheadInfo warhead, WeaponInfo weapon, Actor firedBy, float firepowerModifier)
{
var world = firedBy.World;
var targetTile = pos.ToCPos();
if (!world.Map.IsInMap(targetTile))
return;
var isWater = pos.Z == 0 && world.GetTerrainInfo(targetTile).IsWater;
var explosionType = isWater ? warhead.WaterExplosion : warhead.Explosion;
if (explosionType != null)
world.AddFrameEndTask(w => w.Add(new Explosion(w, pos, explosionType)));
Sound.Play(GetImpactSound(warhead, isWater), pos);
var smudgeLayers = world.WorldActor.TraitsImplementing<SmudgeLayer>().ToDictionary(x => x.Info.Type);
if (warhead.Size[0] > 0)
{
var resLayer = world.WorldActor.Trait<ResourceLayer>();
var allCells = world.FindTilesInCircle(targetTile, warhead.Size[0]).ToList();
// `smudgeCells` might want to just be an outer shell of the cells:
IEnumerable<CPos> smudgeCells = allCells;
if (warhead.Size.Length == 2)
smudgeCells = smudgeCells.Except(world.FindTilesInCircle(targetTile, warhead.Size[1]));
// Draw the smudges:
foreach (var sc in smudgeCells)
{
var smudgeType = world.GetTerrainInfo(sc).AcceptsSmudgeType.FirstOrDefault(t => warhead.SmudgeType.Contains(t));
if (smudgeType == null) continue;
SmudgeLayer smudgeLayer;
if (!smudgeLayers.TryGetValue(smudgeType, out smudgeLayer))
throw new NotImplementedException("Unknown smudge type `{0}`".F(smudgeType));
smudgeLayer.AddSmudge(sc);
if (warhead.Ore)
resLayer.Destroy(sc);
}
// Destroy all resources in range, not just the outer shell:
foreach (var cell in allCells)
{
if (warhead.Ore)
resLayer.Destroy(cell);
}
}
else
{
var smudgeType = world.GetTerrainInfo(targetTile).AcceptsSmudgeType.FirstOrDefault(t => warhead.SmudgeType.Contains(t));
if (smudgeType != null)
{
SmudgeLayer smudgeLayer;
if (!smudgeLayers.TryGetValue(smudgeType, out smudgeLayer))
throw new NotImplementedException("Unknown smudge type `{0}`".F(smudgeType));
smudgeLayer.AddSmudge(targetTile);
}
}
if (warhead.Ore)
world.WorldActor.Trait<ResourceLayer>().Destroy(targetTile);
switch (warhead.DamageModel)
{
case DamageModel.Normal:
{
var maxSpread = warhead.Spread * (float)Math.Log(Math.Abs(warhead.Damage), 2);
var range = new WRange((int)maxSpread * 1024 / Game.CellSize);
var hitActors = world.FindActorsInCircle(pos, range);
foreach (var victim in hitActors)
{
var damage = (int)GetDamageToInflict(pos, victim, warhead, weapon, firepowerModifier, true);
victim.InflictDamage(firedBy, damage, warhead);
}
} break;
case DamageModel.PerCell:
{
foreach (var t in world.FindTilesInCircle(targetTile, warhead.Size[0]))
foreach (var unit in world.FindActorsInBox(t, t))
{
var damage = (int)GetDamageToInflict(pos, unit, warhead, weapon, firepowerModifier, false);
unit.InflictDamage(firedBy, damage, warhead);
}
} break;
case DamageModel.HealthPercentage:
{
var range = new WRange(warhead.Size[0] * 1024);
var hitActors = world.FindActorsInCircle(pos, range);
foreach (var victim in hitActors)
{
var damage = GetDamageToInflict(pos, victim, warhead, weapon, firepowerModifier, false);
if (damage != 0) // will be 0 if the target doesn't have HealthInfo
{
var healthInfo = victim.Info.Traits.Get<HealthInfo>();
damage = (float)(damage / 100 * healthInfo.HP);
}
victim.InflictDamage(firedBy, (int)damage, warhead);
}
} break;
}
}
public static void DoImpacts(WPos pos, Actor firedBy, WeaponInfo weapon, float damageModifier)
{
foreach (var wh in weapon.Warheads)
{
var warhead = wh;
Action a = () => DoImpact(pos, warhead, weapon, firedBy, damageModifier);
if (warhead.Delay > 0)
firedBy.World.AddFrameEndTask(
w => w.Add(new DelayedAction(warhead.Delay, a)));
else
a();
}
}
public static void DoExplosion(Actor attacker, string weapontype, WPos pos)
{
var weapon = Rules.Weapons[weapontype.ToLowerInvariant()];
if (weapon.Report != null && weapon.Report.Any())
Sound.Play(weapon.Report.Random(attacker.World.SharedRandom), pos);
DoImpacts(pos, attacker, weapon, 1f);
}
static readonly float[] falloff =
{
1f, 0.3678795f, 0.1353353f, 0.04978707f,
0.01831564f, 0.006737947f, 0.002478752f, 0.000911882f
};
static float GetDamageFalloff(float x)
{
var u = (int)x;
if (u >= falloff.Length - 1) return 0;
var t = x - u;
return (falloff[u] * (1 - t)) + (falloff[u + 1] * t);
}
static float GetDamageToInflict(WPos pos, Actor target, WarheadInfo warhead, WeaponInfo weapon, float modifier, bool withFalloff)
{
// don't hit air units with splash from ground explosions, etc
if (!weapon.IsValidAgainst(target))
return 0;
var healthInfo = target.Info.Traits.GetOrDefault<HealthInfo>();
if (healthInfo == null)
return 0;
var rawDamage = (float)warhead.Damage;
if (withFalloff)
{
var distance = (int)Math.Max(0, (target.CenterPosition - pos).Length * Game.CellSize / 1024 - healthInfo.Radius);
var falloff = (float)GetDamageFalloff(distance / warhead.Spread);
rawDamage = (float)(falloff * rawDamage);
}
return (float)(rawDamage * modifier * (float)warhead.EffectivenessAgainst(target.Info));
}
}
}