59 lines
2.0 KiB
C#
59 lines
2.0 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2017 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.Collections.Generic;
|
|
using System.Linq;
|
|
using OpenRA.Mods.Common.Traits;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Warheads
|
|
{
|
|
public class CreateResourceWarhead : Warhead
|
|
{
|
|
[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?")]
|
|
public readonly string AddsResourceType = null;
|
|
|
|
// TODO: Allow maximum resource splatter to be defined. (Per tile, and in total).
|
|
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
|
|
{
|
|
if (string.IsNullOrEmpty(AddsResourceType))
|
|
return;
|
|
|
|
var world = firedBy.World;
|
|
var targetTile = world.Map.CellContaining(target.CenterPosition);
|
|
var resLayer = world.WorldActor.Trait<ResourceLayer>();
|
|
|
|
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<ResourceType>()
|
|
.FirstOrDefault(t => t.Info.Type == AddsResourceType);
|
|
|
|
if (resourceType == null)
|
|
Log.Write("debug", "Warhead defines an invalid resource type '{0}'".F(AddsResourceType));
|
|
else
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|