Changes included: Warhead code split out of weapon code and refactored. Warhead functionality now split into several classes, each handling one effect/impact. Additional custom warheads can now be defined and called via yaml. Custom warheads inherit the abstract class Warhead, which provides target check functions. Custom warheads have to define their own impact functions, and can also define their own replacement for check functions.
84 lines
2.6 KiB
C#
84 lines
2.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.GameRules
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{
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public class SpreadDamageWarhead : DamageWarhead
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{
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[Desc("For Normal DamageModel: Distance from the explosion center at which damage is 1/2.")]
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public readonly WRange Spread = new WRange(43);
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public override void DoImpact(Target target, Actor firedBy, float firepowerModifier)
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{
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// Used by traits that damage a single actor, rather than a position
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if (target.Type == TargetType.Actor)
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DoImpact(target.Actor, firedBy, firepowerModifier);
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else
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DoImpact(target.CenterPosition, firedBy, firepowerModifier);
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}
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public void DoImpact(WPos pos, Actor firedBy, float firepowerModifier)
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{
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var world = firedBy.World;
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var maxSpread = new WRange((int)(Spread.Range * (float)Math.Log(Math.Abs(Damage), 2)));
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var hitActors = world.FindActorsInCircle(pos, maxSpread);
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foreach (var victim in hitActors)
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if (IsValidAgainst(victim, firedBy))
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{
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var damage = (int)GetDamageToInflict(pos, victim, firedBy, firepowerModifier);
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victim.InflictDamage(firedBy, damage, this);
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}
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}
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public void DoImpact(Actor victim, Actor firedBy, float firepowerModifier)
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{
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if (IsValidAgainst(victim, firedBy))
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{
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var damage = GetDamageToInflict(victim.CenterPosition, victim, firedBy, firepowerModifier);
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victim.InflictDamage(firedBy, damage, this);
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}
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}
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public int GetDamageToInflict(WPos pos, Actor target, Actor firedBy, float modifier)
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{
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var healthInfo = target.Info.Traits.GetOrDefault<HealthInfo>();
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if (healthInfo == null)
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return 0;
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var distance = Math.Max(0, (target.CenterPosition - pos).Length - healthInfo.Radius.Range);
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var falloff = (float)GetDamageFalloff(distance * 1f / Spread.Range);
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var rawDamage = (float)(falloff * Damage);
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return (int)(rawDamage * modifier * EffectivenessAgainst(target.Info));
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}
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static readonly float[] falloff =
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{
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1f, 0.3678795f, 0.1353353f, 0.04978707f,
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0.01831564f, 0.006737947f, 0.002478752f, 0.000911882f
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};
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static float GetDamageFalloff(float x)
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{
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var u = (int)x;
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if (u >= falloff.Length - 1) return 0;
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var t = x - u;
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return (falloff[u] * (1 - t)) + (falloff[u + 1] * t);
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}
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}
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}
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