Files
OpenRA/OpenRA.Mods.Common/Warheads/SpreadDamageWarhead.cs
reaperrr 9dcba8710b Add turret-linking support to HitShape
Allows to link a HitShape to the
position and facing of a turret.
2020-01-25 13:38:35 +01:00

88 lines
2.8 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.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
public class SpreadDamageWarhead : DamageWarhead, IRulesetLoaded<WeaponInfo>
{
[Desc("Range between falloff steps.")]
public readonly WDist Spread = new WDist(43);
[Desc("Damage percentage at each range step")]
public readonly int[] Falloff = { 100, 37, 14, 5, 0 };
[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
public WDist[] Range = null;
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo info)
{
if (Range != null)
{
if (Range.Length != 1 && Range.Length != Falloff.Length)
throw new YamlException("Number of range values must be 1 or equal to the number of Falloff values.");
for (var i = 0; i < Range.Length - 1; i++)
if (Range[i] > Range[i + 1])
throw new YamlException("Range values must be specified in an increasing order.");
}
else
Range = Exts.MakeArray(Falloff.Length, i => i * Spread);
}
public override void DoImpact(WPos pos, Actor firedBy, IEnumerable<int> damageModifiers)
{
var debugVis = firedBy.World.WorldActor.TraitOrDefault<DebugVisualizations>();
if (debugVis != null && debugVis.CombatGeometry)
firedBy.World.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range, DebugOverlayColor);
foreach (var victim in firedBy.World.FindActorsOnCircle(pos, Range[Range.Length - 1]))
{
if (!IsValidAgainst(victim, firedBy))
continue;
var closestActiveShape = victim.TraitsImplementing<HitShape>()
.Where(Exts.IsTraitEnabled)
.Select(s => Pair.New(s, s.DistanceFromEdge(victim, pos)))
.MinByOrDefault(s => s.Second);
// Cannot be damaged without an active HitShape
if (closestActiveShape.First == null)
continue;
var localModifiers = damageModifiers.Append(GetDamageFalloff(closestActiveShape.Second.Length));
InflictDamage(victim, firedBy, closestActiveShape.First.Info, localModifiers);
}
}
int GetDamageFalloff(int distance)
{
var inner = Range[0].Length;
for (var i = 1; i < Range.Length; i++)
{
var outer = Range[i].Length;
if (outer > distance)
return int2.Lerp(Falloff[i - 1], Falloff[i], distance - inner, outer - inner);
inner = outer;
}
return 0;
}
}
}