Files
OpenRA/OpenRA.Game/Combat.cs
2010-05-13 08:44:46 +12:00

194 lines
6.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA
{
public static class Combat /* some utility bits that are shared between various things */
{
static string GetImpactSound(WarheadInfo warhead, bool isWater)
{
if (isWater && warhead.WaterImpactSound != null)
return warhead.WaterImpactSound + ".aud";
if (warhead.ImpactSound != null)
return warhead.ImpactSound + ".aud";
return null;
}
public static void DoImpact(WarheadInfo warhead, ProjectileArgs args)
{
var world = args.firedBy.World;
var targetTile = ((1f / Game.CellSize) * args.dest.ToFloat2()).ToInt2();
var isWater = world.GetTerrainType(targetTile) == TerrainType.Water;
if (warhead.Explosion != 0)
world.AddFrameEndTask(
w => w.Add(new Explosion(w, args.dest, warhead.Explosion, isWater)));
Sound.Play(GetImpactSound(warhead, isWater), args.dest);
if (warhead.SmudgeType != null)
{
var smudgeLayer = world.WorldActor.traits.WithInterface<SmudgeLayer>()
.FirstOrDefault(x => x.Info.Type == warhead.SmudgeType);
if (smudgeLayer == null)
throw new NotImplementedException("Unknown smudge type `{0}`".F(warhead.SmudgeType));
if (warhead.Size[0] > 0)
{
var smudgeCells = world.FindTilesInCircle(targetTile, warhead.Size[0])
.Except(world.FindTilesInCircle(targetTile, warhead.Size[1]));
foreach (var sc in smudgeCells)
smudgeLayer.AddSmudge(sc);
}
else
smudgeLayer.AddSmudge(targetTile);
}
if (warhead.Ore)
world.WorldActor.traits.Get<ResourceLayer>().Destroy(targetTile);
var firepowerModifier = args.firedBy.traits
.WithInterface<IFirepowerModifier>()
.Select(a => a.GetFirepowerModifier())
.Product();
switch (warhead.DamageModel)
{
case DamageModel.Normal:
{
var maxSpread = warhead.Spread * (float)Math.Log(Math.Abs(warhead.Damage), 2);
var hitActors = world.FindUnitsInCircle(args.dest, maxSpread);
foreach (var victim in hitActors)
{
var damage = (int)GetDamageToInflict(victim, args, warhead, firepowerModifier);
victim.InflictDamage(args.firedBy, damage, warhead);
}
} break;
case DamageModel.PerCell:
{
foreach (var t in world.FindTilesInCircle(targetTile, warhead.Size[0]))
foreach (var unit in world.FindUnits(Game.CellSize * t, Game.CellSize * (t + new float2(1,1))))
unit.InflictDamage(args.firedBy,
(int)(warhead.Damage * warhead.EffectivenessAgainst(
unit.Info.Traits.Get<OwnedActorInfo>().Armor)), warhead);
} break;
}
}
public static void DoImpacts(ProjectileArgs args)
{
foreach (var warhead in args.weapon.Warheads)
{
Action a = () => DoImpact(warhead, args);
if (warhead.Delay > 0)
args.firedBy.World.AddFrameEndTask(
w => w.Add(new DelayedAction(warhead.Delay, a)));
else
a();
}
}
public static void DoExplosion(Actor attacker, string weapontype, int2 location, int altitude)
{
var args = new ProjectileArgs
{
src = location,
dest = location,
srcAltitude = altitude,
destAltitude = altitude,
firedBy = attacker,
target = null,
weapon = Rules.Weapons[ weapontype.ToLowerInvariant() ],
facing = 0
};
DoImpacts(args);
}
static readonly float[] falloff =
{
1f, 0.3678795f, 0.1353353f, 0.04978707f,
0.01831564f, 0.006737947f, 0.002478752f, 0.000911882f
};
static float GetDamageFalloff(float x)
{
var u = (int)x;
if (u >= falloff.Length - 1) return 0;
var t = x - u;
return (falloff[u] * (1 - t)) + (falloff[u + 1] * t);
}
static float GetDamageToInflict(Actor target, ProjectileArgs args, WarheadInfo warhead, float modifier)
{
// don't hit air units with splash from ground explosions, etc
if (!WeaponValidForTarget(args.weapon, target)) return 0f;
var selectable = target.Info.Traits.GetOrDefault<SelectableInfo>();
var radius = selectable != null ? selectable.Radius : 0;
var distance = (int)Math.Max(0, (target.CenterLocation - args.dest).Length - radius);
var falloff = (float)GetDamageFalloff(distance / warhead.Spread);
var rawDamage = (float)(warhead.Damage * modifier * falloff);
var multiplier = (float)warhead.EffectivenessAgainst(target.Info.Traits.Get<OwnedActorInfo>().Armor);
return (float)(rawDamage * multiplier);
}
public static bool WeaponValidForTarget(WeaponInfo weapon, Actor target)
{
var ownedInfo = target.Info.Traits.GetOrDefault<OwnedActorInfo>();
if (!weapon.ValidTargets.Contains(ownedInfo.TargetType))
return false;
if (weapon.Warheads.All( w => w.EffectivenessAgainst(ownedInfo.Armor) <= 0))
return false;
if (weapon.Underwater && !ownedInfo.WaterBound)
return false;
return true;
}
public static bool HasAnyValidWeapons(Actor self, Actor target)
{
var info = self.Info.Traits.Get<AttackBaseInfo>();
if (info.PrimaryWeapon != null &&
WeaponValidForTarget(self.GetPrimaryWeapon(), target)) return true;
if (info.SecondaryWeapon != null &&
WeaponValidForTarget(self.GetSecondaryWeapon(), target)) return true;
return false;
}
}
}