Files
OpenRA/OpenRA.Mods.Common/Projectiles/InstantHit.cs
reaperrr 6220d7e62e Introduce WarheadArgs
- Passes additional arguments to warheads on impact
- Uses that to reduce parameter count of DoImpact by 1
2020-01-21 19:31:34 +01:00

91 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Simple, invisible, usually direct-on-target projectile.")]
public class InstantHitInfo : IProjectileInfo
{
[Desc("Maximum offset at the maximum range.")]
public readonly WDist Inaccuracy = WDist.Zero;
[Desc("Projectile can be blocked.")]
public readonly bool Blockable = false;
[Desc("The width of the projectile.")]
public readonly WDist Width = new WDist(1);
[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = new WDist(-1);
public IProjectile Create(ProjectileArgs args) { return new InstantHit(this, args); }
}
public class InstantHit : IProjectile
{
readonly ProjectileArgs args;
readonly InstantHitInfo info;
Target target;
public InstantHit(InstantHitInfo info, ProjectileArgs args)
{
this.args = args;
this.info = info;
if (args.Weapon.TargetActorCenter)
target = args.GuidedTarget;
else if (info.Inaccuracy.Length > 0)
{
var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
var maxOffset = inaccuracy * (args.PassiveTarget - args.Source).Length / args.Weapon.Range.Length;
target = Target.FromPos(args.PassiveTarget + WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024);
}
else
target = Target.FromPos(args.PassiveTarget);
}
public void Tick(World world)
{
// Check for blocking actors
WPos blockedPos;
if (info.Blockable)
{
// If GuidedTarget has become invalid due to getting killed the same tick,
// we need to set target to args.PassiveTarget to prevent target.CenterPosition below from crashing.
// The warheads have target validity checks themselves so they don't need this, but AnyBlockingActorsBetween does.
if (target.Type == TargetType.Invalid)
target = Target.FromPos(args.PassiveTarget);
if (BlocksProjectiles.AnyBlockingActorsBetween(world, args.Source, target.CenterPosition,
info.Width, out blockedPos))
target = Target.FromPos(blockedPos);
}
args.Weapon.Impact(target, new WarheadArgs(args));
world.AddFrameEndTask(w => w.Remove(this));
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
return Enumerable.Empty<IRenderable>();
}
}
}