Reordered methods and fixed access modifiers. Also removed unused using statements from warheads.
160 lines
5.1 KiB
C#
160 lines
5.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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.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.Primitives;
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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
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{
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[SequenceReference("Image")]
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[Desc("List of explosion sequences that can be used.")]
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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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[PaletteReference("UsePlayerPalette")]
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[Desc("Palette to use for explosion effect.")]
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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("Display explosion effect at ground level, regardless of explosion altitude.")]
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public readonly bool ForceDisplayAtGroundLevel = 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("Chance of impact sound to play.")]
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public readonly int ImpactSoundChance = 100;
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[Desc("Whether to consider actors in determining whether the explosion should happen. If false, only terrain will be considered.")]
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public readonly bool ImpactActors = true;
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static readonly BitSet<TargetableType> TargetTypeAir = new BitSet<TargetableType>("Air");
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public ImpactType GetImpactType(World world, CPos cell, WPos pos, Actor firedBy)
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{
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// Matching target actor
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if (ImpactActors)
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{
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var targetType = GetDirectHitTargetType(world, cell, pos, firedBy, true);
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if (targetType == ImpactTargetType.ValidActor)
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return ImpactType.TargetHit;
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if (targetType == ImpactTargetType.InvalidActor)
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return ImpactType.None;
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}
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var dat = world.Map.DistanceAboveTerrain(pos);
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if (dat > AirThreshold)
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return ImpactType.Air;
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return ImpactType.Ground;
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}
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public ImpactTargetType GetDirectHitTargetType(World world, CPos cell, WPos pos, Actor firedBy, bool checkTargetValidity = false)
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{
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var victims = world.FindActorsOnCircle(pos, WDist.Zero);
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var invalidHit = false;
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foreach (var victim in victims)
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{
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if (!AffectsParent && victim == firedBy)
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continue;
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if (!victim.Info.HasTraitInfo<IHealthInfo>())
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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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var directHit = activeShapes.Any(i => i.DistanceFromEdge(victim, pos).Length <= 0);
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// If the warhead landed outside the actor's hit-shape(s), we need to skip the rest so it won't be considered an invalidHit
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if (!directHit)
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continue;
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if (!checkTargetValidity || IsValidAgainst(victim, firedBy))
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return ImpactTargetType.ValidActor;
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// If we got here, it must be an invalid target
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invalidHit = true;
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}
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// If there was at least a single direct hit, but none on valid target(s), we return InvalidActor
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return invalidHit ? ImpactTargetType.InvalidActor : ImpactTargetType.NoActor;
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}
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public override void DoImpact(Target target, WarheadArgs args)
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{
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if (target.Type == TargetType.Invalid)
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return;
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var firedBy = args.SourceActor;
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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 explosion = Explosions.RandomOrDefault(world.LocalRandom);
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if (Image != null && explosion != null)
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{
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if (ForceDisplayAtGroundLevel)
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{
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var dat = world.Map.DistanceAboveTerrain(pos);
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pos = new WPos(pos.X, pos.Y, pos.Z - dat.Length);
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}
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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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world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette)));
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}
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var impactSound = ImpactSounds.RandomOrDefault(world.LocalRandom);
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if (impactSound != null && world.LocalRandom.Next(0, 100) < ImpactSoundChance)
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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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switch (impactType)
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{
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case ImpactType.TargetHit:
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return true;
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case ImpactType.Air:
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return IsValidTarget(TargetTypeAir);
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case ImpactType.Ground:
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var tileInfo = world.Map.GetTerrainInfo(targetTile);
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return IsValidTarget(tileInfo.TargetTypes);
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default:
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return false;
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}
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}
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}
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}
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