68 lines
2.1 KiB
C#
68 lines
2.1 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 OpenRA.GameRules;
|
|
using OpenRA.Mods.Common.Traits;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Warheads
|
|
{
|
|
[Desc("Apply damage to the targeted actor.")]
|
|
public class TargetDamageWarhead : DamageWarhead
|
|
{
|
|
[Desc("Damage will be applied to actors in this area. A value of zero means only targeted actor will be damaged.")]
|
|
public readonly WDist Spread = WDist.Zero;
|
|
|
|
protected override void DoImpact(WPos pos, Actor firedBy, WarheadArgs args)
|
|
{
|
|
if (Spread == WDist.Zero)
|
|
return;
|
|
|
|
var debugVis = firedBy.World.WorldActor.TraitOrDefault<DebugVisualizations>();
|
|
if (debugVis != null && debugVis.CombatGeometry)
|
|
firedBy.World.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, new[] { WDist.Zero, Spread }, DebugOverlayColor);
|
|
|
|
foreach (var victim in firedBy.World.FindActorsOnCircle(pos, Spread))
|
|
{
|
|
if (!IsValidAgainst(victim, firedBy))
|
|
continue;
|
|
|
|
HitShape closestActiveShape = null;
|
|
var closestDistance = int.MaxValue;
|
|
|
|
// PERF: Avoid using TraitsImplementing<HitShape> that needs to find the actor in the trait dictionary.
|
|
foreach (var targetPos in victim.EnabledTargetablePositions)
|
|
{
|
|
if (targetPos is HitShape hitshape)
|
|
{
|
|
var distance = hitshape.DistanceFromEdge(victim, pos).Length;
|
|
if (distance < closestDistance)
|
|
{
|
|
closestDistance = distance;
|
|
closestActiveShape = hitshape;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Cannot be damaged without an active HitShape.
|
|
if (closestActiveShape == null)
|
|
continue;
|
|
|
|
// Cannot be damaged if HitShape is outside Spread.
|
|
if (closestDistance > Spread.Length)
|
|
continue;
|
|
|
|
InflictDamage(victim, firedBy, closestActiveShape, args);
|
|
}
|
|
}
|
|
}
|
|
}
|