For all projectiles and warheads. Not really a must for everything else, but for CreateEffectWarhead, the ImpactTypes refactor (separate PR) makes it a bit harder to make the warhead valid in every situation, so setting the victim scan to zero is the easiest way to disable scanning for actors completely.
142 lines
5.0 KiB
C#
142 lines
5.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Warheads
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{
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public class CreateEffectWarhead : Warhead, IRulesetLoaded<WeaponInfo>
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{
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[Desc("List of explosion sequences that can be used.")]
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[SequenceReference("Image")] public readonly string[] Explosions = new string[0];
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[Desc("Image containing explosion effect sequence.")]
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public readonly string Image = "explosion";
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[Desc("Palette to use for explosion effect."), PaletteReference("UsePlayerPalette")]
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public readonly string ExplosionPalette = "effect";
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[Desc("Remap explosion effect to player color, if art supports it.")]
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public readonly bool UsePlayerPalette = false;
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[Desc("List of sounds that can be played on impact.")]
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public readonly string[] ImpactSounds = new string[0];
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[Desc("What impact types should this effect apply to.")]
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public readonly ImpactType ValidImpactTypes = ImpactType.Ground | ImpactType.Water | ImpactType.Air | ImpactType.GroundHit | ImpactType.WaterHit | ImpactType.AirHit;
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[Desc("What impact types should this effect NOT apply to.", "Overrides ValidImpactTypes.")]
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public readonly ImpactType InvalidImpactTypes = ImpactType.None;
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[Desc("Scan radius for victims around impact. If set to a negative value (default), it will automatically scale to the largest health shape.",
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"Custom overrides should not be necessary under normal circumstances.")]
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public WDist VictimScanRadius = new WDist(-1);
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void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo info)
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{
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if (VictimScanRadius < WDist.Zero)
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VictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
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}
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public ImpactType GetImpactType(World world, CPos cell, WPos pos, Actor firedBy)
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{
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// Missiles need a margin because they sometimes explode a little above ground
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// due to their explosion check triggering slightly too early (because of CloseEnough).
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// TODO: Base ImpactType on target altitude instead of explosion altitude.
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var airMargin = new WDist(128);
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// Matching target actor
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if (ValidImpactTypes.HasFlag(ImpactType.TargetHit) && GetDirectHit(world, cell, pos, firedBy, true))
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return ImpactType.TargetHit;
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var dat = world.Map.DistanceAboveTerrain(pos);
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var isDirectHit = GetDirectHit(world, cell, pos, firedBy);
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if (dat.Length > airMargin.Length)
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return isDirectHit ? ImpactType.AirHit : ImpactType.Air;
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if (dat.Length <= airMargin.Length && world.Map.GetTerrainInfo(cell).IsWater)
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return isDirectHit ? ImpactType.WaterHit : ImpactType.Water;
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if (isDirectHit)
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return ImpactType.GroundHit;
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// Matching target terrain
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if (ValidImpactTypes.HasFlag(ImpactType.TargetTerrain)
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&& IsValidTarget(world.Map.GetTerrainInfo(cell).TargetTypes))
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return ImpactType.TargetTerrain;
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return ImpactType.Ground;
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}
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public bool GetDirectHit(World world, CPos cell, WPos pos, Actor firedBy, bool checkTargetType = false)
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{
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foreach (var victim in world.FindActorsInCircle(pos, VictimScanRadius))
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{
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if (checkTargetType && !IsValidAgainst(victim, firedBy))
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continue;
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// If the impact position is within any HitShape, we have a direct hit
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var activeShapes = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled);
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if (activeShapes.Any(i => i.Info.Type.DistanceFromEdge(pos, victim).Length <= 0))
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return true;
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}
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return false;
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}
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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if (!target.IsValidFor(firedBy))
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return;
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var pos = target.CenterPosition;
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(pos);
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var isValid = IsValidImpact(pos, firedBy);
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if ((!world.Map.Contains(targetTile)) || (!isValid))
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return;
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var palette = ExplosionPalette;
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if (UsePlayerPalette)
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palette += firedBy.Owner.InternalName;
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var explosion = Explosions.RandomOrDefault(Game.CosmeticRandom);
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if (Image != null && explosion != null)
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette)));
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var impactSound = ImpactSounds.RandomOrDefault(Game.CosmeticRandom);
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if (impactSound != null)
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Game.Sound.Play(SoundType.World, impactSound, pos);
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}
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public bool IsValidImpact(WPos pos, Actor firedBy)
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{
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(pos);
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if (!world.Map.Contains(targetTile))
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return false;
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var impactType = GetImpactType(world, targetTile, pos, firedBy);
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if (!ValidImpactTypes.HasFlag(impactType) || InvalidImpactTypes.HasFlag(impactType))
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return false;
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return true;
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}
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}
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}
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