Files
OpenRA/OpenRA.Mods.Common/Warheads/SpreadDamageWarhead.cs
2017-07-23 15:08:24 +02:00

100 lines
3.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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 System.Linq;
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("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;
[Desc("Extra search radius beyond maximum spread. If set to a negative value (default), it will automatically scale to the largest health shape.",
"Custom overrides should not be necessary under normal circumstances.")]
public WDist VictimScanRadius = new WDist(-1);
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo info)
{
if (VictimScanRadius < WDist.Zero)
VictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
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;
var debugVis = world.WorldActor.TraitOrDefault<DebugVisualizations>();
if (debugVis != null && debugVis.CombatGeometry)
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] + VictimScanRadius);
foreach (var victim in hitActors)
{
// Cannot be damaged without a Health trait
var healthInfo = victim.Info.TraitInfoOrDefault<HealthInfo>();
if (healthInfo == null)
continue;
// Cannot be damaged without an active HitShape
var activeShapes = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled);
if (!activeShapes.Any())
continue;
var distance = activeShapes.Min(t => t.Info.Type.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;
}
}
}