Files
OpenRA/OpenRA.Mods.Common/Warheads/SpreadDamageWarhead.cs
2016-02-21 16:30:48 +00:00

92 lines
2.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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 OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
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("Extra search radius beyond maximum spread. Required to ensure damage to actors with large health radius.")]
public readonly WDist TargetExtraSearchRadius = new WDist(1536);
[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;
public void 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 world = firedBy.World;
if (world.LocalPlayer != null)
{
var devMode = world.LocalPlayer.PlayerActor.TraitOrDefault<DeveloperMode>();
if (devMode != null && devMode.ShowCombatGeometry)
world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range, DebugOverlayColor);
}
// This only finds actors where the center is within the search radius,
// so we need to search beyond the maximum spread to account for actors with large health radius
var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1] + TargetExtraSearchRadius);
foreach (var victim in hitActors)
{
var healthInfo = victim.Info.TraitInfoOrDefault<HealthInfo>();
if (healthInfo == null)
continue;
var distance = healthInfo.Shape.DistanceFromEdge(pos, victim);
var localModifiers = damageModifiers.Append(GetDamageFalloff(distance.Length));
DoImpact(victim, firedBy, 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;
}
}
}