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.
67 lines
2.1 KiB
C#
67 lines
2.1 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.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class CreateResourceWarhead : Warhead
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{
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[Desc("Size of the area. The resources are seeded within this area.", "Provide 2 values for a ring effect (outer/inner).")]
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public readonly int[] Size = { 0, 0 };
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[Desc("Will this splatter resources and which?")]
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public readonly string AddsResourceType = null;
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// TODO: Allow maximum resource splatter to be defined. (Per tile, and in total).
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public override void DoImpact(Target target, Actor firedBy, float firepowerModifier)
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{
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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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if (string.IsNullOrEmpty(AddsResourceType))
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return;
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(pos);
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var resLayer = world.WorldActor.Trait<ResourceLayer>();
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var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0;
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var allCells = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]);
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var resourceType = world.WorldActor.TraitsImplementing<ResourceType>()
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.FirstOrDefault(t => t.Info.Name == AddsResourceType);
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if (resourceType == null)
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Log.Write("debug", "Warhead defines an invalid resource type '{0}'".F(AddsResourceType));
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else
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{
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foreach (var cell in allCells)
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{
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if (!resLayer.CanSpawnResourceAt(resourceType, cell))
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continue;
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var splash = world.SharedRandom.Next(1, resourceType.Info.MaxDensity - resLayer.GetResourceDensity(cell));
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resLayer.AddResource(resourceType, cell, splash);
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}
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}
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}
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public override float EffectivenessAgainst(ActorInfo ai) { return 1f; }
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}
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}
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