Files
OpenRA/OpenRa.Game/Combat.cs
2010-02-10 14:07:40 +13:00

88 lines
2.9 KiB
C#

using System;
using OpenRa.Effects;
using OpenRa.GameRules;
using OpenRa.Traits;
namespace OpenRa
{
static class Combat /* some utility bits that are shared between various things */
{
public static void DoImpact(int2 loc, int2 visualLoc,
WeaponInfo weapon, ProjectileInfo projectile, WarheadInfo warhead, Actor firedBy)
{
var world = firedBy.World;
var targetTile = ((1f / Game.CellSize) * loc.ToFloat2()).ToInt2();
var isWater = world.IsWater(targetTile);
var hitWater = world.IsCellBuildable(targetTile, UnitMovementType.Float);
if (warhead.Explosion != 0)
world.AddFrameEndTask(
w => w.Add(new Explosion(w, visualLoc, warhead.Explosion, hitWater)));
var impactSound = warhead.ImpactSound;
if (hitWater && warhead.WaterImpactSound != null)
impactSound = warhead.WaterImpactSound;
if (impactSound != null) Sound.Play(impactSound + ".aud");
if (!isWater) world.Map.AddSmudge(targetTile, warhead);
if (warhead.Ore) world.Map.DestroyOre(targetTile.X, targetTile.Y);
var maxSpread = GetMaximumSpread(weapon, warhead);
var hitActors = world.FindUnitsInCircle(loc, maxSpread);
foreach (var victim in hitActors)
victim.InflictDamage(firedBy, (int)GetDamageToInflict(victim, loc, weapon, warhead), warhead);
}
static float GetMaximumSpread(WeaponInfo weapon, WarheadInfo warhead)
{
return (int)(warhead.Spread * Math.Log(Math.Abs(weapon.Damage), 2));
}
static float GetDamageToInflict(Actor target, int2 loc, WeaponInfo weapon, WarheadInfo warhead)
{
if (!WeaponValidForTarget(weapon, target))
return 0f;
var distance = (target.CenterLocation - loc).Length*1/24f;
var rawDamage = weapon.Damage * (float)Math.Exp(-distance / warhead.Spread);
var multiplier = warhead.EffectivenessAgainst(target.Info.Traits.Get<OwnedActorInfo>().Armor);
return rawDamage * multiplier;
}
public static bool WeaponValidForTarget(WeaponInfo weapon, Actor target)
{
var projectile = Rules.ProjectileInfo[weapon.Projectile];
var warhead = Rules.WarheadInfo[weapon.Warhead];
var unit = target.traits.GetOrDefault<Unit>();
if (warhead.EffectivenessAgainst(target.Info.Traits.Get<OwnedActorInfo>().Armor) <= 0)
return false;
if (target.traits.Contains<Submarine>())
return projectile.ASW;
if (unit != null && unit.Altitude > 0)
return projectile.AA;
if (projectile.UnderWater && !target.Info.Traits.Get<OwnedActorInfo>().WaterBound)
return false;
return projectile.AG;
}
public static bool HasAnyValidWeapons(Actor self, Actor target)
{
var info = self.Info.Traits.Get<AttackBaseInfo>();
if (info.PrimaryWeapon != null &&
WeaponValidForTarget(self.GetPrimaryWeapon(), target)) return true;
if (info.SecondaryWeapon != null &&
WeaponValidForTarget(self.GetSecondaryWeapon(), target)) return true;
return false;
}
}
}