Files
OpenRA/OpenRA.Mods.Common/Warheads/CreateEffectWarhead.cs
2023-01-11 11:58:54 +02:00

150 lines
5.2 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Spawn a sprite with sound.")]
public class CreateEffectWarhead : Warhead
{
[SequenceReference(nameof(Image), allowNullImage: true)]
[Desc("List of explosion sequences that can be used.")]
public readonly string[] Explosions = Array.Empty<string>();
[Desc("Image containing explosion effect sequence.")]
public readonly string Image = "explosion";
[PaletteReference(nameof(UsePlayerPalette))]
[Desc("Palette to use for explosion effect.")]
public readonly string ExplosionPalette = "effect";
[Desc("Remap explosion effect to player color, if art supports it.")]
public readonly bool UsePlayerPalette = false;
[Desc("Display explosion effect at ground level, regardless of explosion altitude.")]
public readonly bool ForceDisplayAtGroundLevel = false;
[Desc("List of sounds that can be played on impact.")]
public readonly string[] ImpactSounds = Array.Empty<string>();
[Desc("Chance of impact sound to play.")]
public readonly int ImpactSoundChance = 100;
[Desc("Whether to consider actors in determining whether the explosion should happen. If false, only terrain will be considered.")]
public readonly bool ImpactActors = true;
[Desc("The maximum inaccuracy of the effect spawn position relative to actual impact position.")]
public readonly WDist Inaccuracy = WDist.Zero;
static readonly BitSet<TargetableType> TargetTypeAir = new BitSet<TargetableType>("Air");
/// <summary>Checks if there are any actors at impact position and if the warhead is valid against any of them.</summary>
ImpactActorType ActorTypeAtImpact(World world, WPos pos, Actor firedBy)
{
var anyInvalidActor = false;
// Check whether the impact position overlaps with an actor's hitshape
foreach (var victim in world.FindActorsOnCircle(pos, WDist.Zero))
{
if (!AffectsParent && victim == firedBy)
continue;
var activeShapes = victim.TraitsImplementing<HitShape>().Where(t => !t.IsTraitDisabled);
if (!activeShapes.Any(s => s.DistanceFromEdge(victim, pos).Length <= 0))
continue;
if (IsValidAgainst(victim, firedBy))
return ImpactActorType.Valid;
anyInvalidActor = true;
}
return anyInvalidActor ? ImpactActorType.Invalid : ImpactActorType.None;
}
// ActorTypeAtImpact already checks AffectsParent beforehand, to avoid parent HitShape look-ups
// (and to prevent returning ImpactActorType.Invalid on AffectsParent=false)
public override bool IsValidAgainst(Actor victim, Actor firedBy)
{
var relationship = firedBy.Owner.RelationshipWith(victim.Owner);
if (!ValidRelationships.HasRelationship(relationship))
return false;
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
if (!IsValidTarget(victim.GetEnabledTargetTypes()))
return false;
return true;
}
public override void DoImpact(in Target target, WarheadArgs args)
{
if (target.Type == TargetType.Invalid)
return;
var firedBy = args.SourceActor;
var pos = target.CenterPosition;
var world = firedBy.World;
var actorAtImpact = ImpactActors ? ActorTypeAtImpact(world, pos, firedBy) : ImpactActorType.None;
// Ignore the impact if there are only invalid actors within range
if (actorAtImpact == ImpactActorType.Invalid)
return;
// Ignore the impact if there are no valid actors and no valid terrain
// (impacts are allowed on valid actors sitting on invalid terrain!)
if (actorAtImpact == ImpactActorType.None && !IsValidAgainstTerrain(world, pos))
return;
var explosion = Explosions.RandomOrDefault(world.LocalRandom);
if (Image != null && explosion != null)
{
if (Inaccuracy.Length > 0)
pos += WVec.FromPDF(world.SharedRandom, 2) * Inaccuracy.Length / 1024;
if (ForceDisplayAtGroundLevel)
{
var dat = world.Map.DistanceAboveTerrain(pos);
pos -= new WVec(0, 0, dat.Length);
}
var palette = ExplosionPalette;
if (UsePlayerPalette)
palette += firedBy.Owner.InternalName;
world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette)));
}
var impactSound = ImpactSounds.RandomOrDefault(world.LocalRandom);
if (impactSound != null && world.LocalRandom.Next(0, 100) < ImpactSoundChance)
Game.Sound.Play(SoundType.World, impactSound, pos);
}
/// <summary>Checks if the warhead is valid against the terrain at impact position.</summary>
bool IsValidAgainstTerrain(World world, WPos pos)
{
var cell = world.Map.CellContaining(pos);
if (!world.Map.Contains(cell))
return false;
var dat = world.Map.DistanceAboveTerrain(pos);
return IsValidTarget(dat > AirThreshold ? TargetTypeAir : world.Map.GetTerrainInfo(cell).TargetTypes);
}
}
}