Files
OpenRA/OpenRA.Mods.Common/Warheads/SpreadDamageWarhead.cs
reaperrr 74da2a2c72 Add TargetExtraSearchRadius to SpreadDamageWarhead
Allows to customize the victim scan radius. Necessary to ensure that actors where health radius is close enough, but CenterPosition isn't, properly receive damage.
2015-09-25 15:11:06 +02:00

90 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
public class SpreadDamageWarhead : DamageWarhead
{
[Desc("Range between falloff steps.")]
public readonly WDist Spread = new WDist(43);
[Desc("Extra search radius beyond maximum spread. Required to ensure damage to actors with large health radius.")]
public readonly WDist TargetExtraSearchRadius = new WDist(2048);
[Desc("Damage percentage at each range step")]
public readonly int[] Falloff = { 100, 37, 14, 5, 2, 1, 0 };
[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
public WDist[] Range = null;
public void InitializeRange()
{
if (Range != null)
{
if (Range.Length != 1 && Range.Length != Falloff.Length)
throw new InvalidOperationException("Number of range values must be 1 or equal to the number of Falloff values.");
for (var i = 0; i < Range.Length - 1; i++)
if (Range[i] > Range[i + 1])
throw new InvalidOperationException("Range values must be specified in an increasing order.");
}
else
Range = Exts.MakeArray(Falloff.Length, i => i * Spread);
}
public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
{
if (Range == null)
InitializeRange();
var world = firedBy.World;
// This only finds actors where the center is within the search radius,
// so we need to search beyond the maximum spread to account for actors with large health radius
var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1] + TargetExtraSearchRadius);
foreach (var victim in hitActors)
{
if (!IsValidAgainst(victim, firedBy))
continue;
var localModifiers = damageModifiers;
var healthInfo = victim.Info.TraitInfoOrDefault<HealthInfo>();
if (healthInfo != null)
{
var distance = Math.Max(0, (victim.CenterPosition - pos).Length - healthInfo.Radius.Length);
localModifiers = localModifiers.Append(GetDamageFalloff(distance));
}
DoImpact(victim, firedBy, localModifiers);
}
}
int GetDamageFalloff(int distance)
{
var inner = Range[0].Length;
for (var i = 1; i < Range.Length; i++)
{
var outer = Range[i].Length;
if (outer > distance)
return int2.Lerp(Falloff[i - 1], Falloff[i], distance - inner, outer - inner);
inner = outer;
}
return 0;
}
}
}