Files
OpenRA/OpenRA.Mods.RA/Warheads/CreateEffectWarhead.cs

106 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Traits;
using OpenRA.Mods.RA.Effects;
namespace OpenRA.Mods.RA
{
public class CreateEffectWarhead : Warhead
{
[Desc("Explosion effect to use.")]
public readonly string Explosion = null;
[Desc("Palette to use for explosion effect.")]
public readonly string ExplosionPalette = "effect";
[Desc("Sound to play on impact.")]
public readonly string ImpactSound = null;
[Desc("What impact types should this effect apply to.")]
public readonly ImpactType ValidImpactTypes = ImpactType.Ground | ImpactType.Water | ImpactType.Air | ImpactType.GroundHit | ImpactType.WaterHit | ImpactType.AirHit;
[Desc("What impact types should this effect NOT apply to.", "Overrides ValidImpactTypes.")]
public readonly ImpactType InvalidImpactTypes = ImpactType.None;
public static ImpactType GetImpactType(World world, CPos cell, WPos pos)
{
var isAir = pos.Z > 0;
var isWater = pos.Z <= 0 && world.Map.GetTerrainInfo(cell).IsWater;
var isDirectHit = GetDirectHit(world, cell, pos);
if (isAir && !isDirectHit)
return ImpactType.Air;
else if (isWater && !isDirectHit)
return ImpactType.Water;
else if (isAir && isDirectHit)
return ImpactType.AirHit;
else if (isWater && isDirectHit)
return ImpactType.WaterHit;
else if (isDirectHit)
return ImpactType.GroundHit;
return ImpactType.Ground;
}
public static bool GetDirectHit(World world, CPos cell, WPos pos)
{
foreach (var unit in world.ActorMap.GetUnitsAt(cell))
{
var healthInfo = unit.Info.Traits.GetOrDefault<HealthInfo>();
if (healthInfo == null)
continue;
// If the impact position is within any actor's health radius, we have a direct hit
if ((unit.CenterPosition - pos).LengthSquared <= healthInfo.Radius.Range * healthInfo.Radius.Range)
return true;
}
return false;
}
public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
{
var pos = target.CenterPosition;
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
var isValid = IsValidImpact(pos, firedBy);
if ((!world.Map.Contains(targetTile)) || (!isValid))
return;
if (Explosion != null)
world.AddFrameEndTask(w => w.Add(new Explosion(w, pos, Explosion, ExplosionPalette)));
if (ImpactSound != null)
Sound.Play(ImpactSound, pos);
}
public bool IsValidImpact(WPos pos, Actor firedBy)
{
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
var impactType = GetImpactType(world, targetTile, pos);
if (!ValidImpactTypes.HasFlag(impactType) || InvalidImpactTypes.HasFlag(impactType))
return false;
return true;
}
}
}