Added a Damage class to pass damage value and damage(types) instead. This removes a great amount of overhead and longterm opens possibilities to have damagetypes without warheads.
59 lines
2.0 KiB
C#
59 lines
2.0 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2016 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 HealthPercentageDamageWarhead : DamageWarhead
|
|
{
|
|
[Desc("Size of the area. Damage will be applied to this area.", "If two spreads are defined, the area of effect is a ring, where the second value is the inner radius.")]
|
|
public readonly WDist[] Spread = { new WDist(43) };
|
|
|
|
public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
|
|
{
|
|
var world = firedBy.World;
|
|
|
|
if (world.LocalPlayer != null)
|
|
{
|
|
var devMode = world.LocalPlayer.PlayerActor.TraitOrDefault<DeveloperMode>();
|
|
if (devMode != null && devMode.ShowCombatGeometry)
|
|
world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Spread, DebugOverlayColor);
|
|
}
|
|
|
|
var range = Spread[0];
|
|
var hitActors = world.FindActorsInCircle(pos, range);
|
|
if (Spread.Length > 1 && Spread[1].Length > 0)
|
|
hitActors = hitActors.Except(world.FindActorsInCircle(pos, Spread[1]));
|
|
|
|
foreach (var victim in hitActors)
|
|
DoImpact(victim, firedBy, damageModifiers);
|
|
}
|
|
|
|
public override void DoImpact(Actor victim, Actor firedBy, IEnumerable<int> damageModifiers)
|
|
{
|
|
if (!IsValidAgainst(victim, firedBy))
|
|
return;
|
|
|
|
var healthInfo = victim.Info.TraitInfoOrDefault<HealthInfo>();
|
|
if (healthInfo == null)
|
|
return;
|
|
|
|
// Damage is measured as a percentage of the target health
|
|
var damage = Util.ApplyPercentageModifiers(healthInfo.HP, damageModifiers.Append(Damage, DamageVersus(victim)));
|
|
victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
|
|
}
|
|
}
|
|
}
|