136 lines
4.7 KiB
C#
136 lines
4.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Warheads
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{
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public class CreateEffectWarhead : Warhead
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{
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[Desc("List of explosion sequences that can be used.")]
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[SequenceReference("Image")] public readonly string[] Explosions = new string[0];
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[Desc("Image containing explosion effect sequence.")]
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public readonly string Image = "explosion";
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[Desc("Palette to use for explosion effect."), PaletteReference("UsePlayerPalette")]
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public readonly string ExplosionPalette = "effect";
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[Desc("Remap explosion effect to player color, if art supports it.")]
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public readonly bool UsePlayerPalette = false;
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[Desc("Search radius around impact for 'direct hit' check.")]
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public readonly WDist TargetSearchRadius = new WDist(2048);
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[Desc("List of sounds that can be played on impact.")]
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public readonly string[] ImpactSounds = new string[0];
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[Desc("What impact types should this effect apply to.")]
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public readonly ImpactType ValidImpactTypes = ImpactType.Ground | ImpactType.Water | ImpactType.Air | ImpactType.GroundHit | ImpactType.WaterHit | ImpactType.AirHit;
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[Desc("What impact types should this effect NOT apply to.", "Overrides ValidImpactTypes.")]
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public readonly ImpactType InvalidImpactTypes = ImpactType.None;
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public ImpactType GetImpactType(World world, CPos cell, WPos pos, Actor firedBy)
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{
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// Missiles need a margin because they sometimes explode a little above ground
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// due to their explosion check triggering slightly too early (because of CloseEnough).
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// TODO: Base ImpactType on target altitude instead of explosion altitude.
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var airMargin = new WDist(128);
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// Matching target actor
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if (ValidImpactTypes.HasFlag(ImpactType.TargetHit) && GetDirectHit(world, cell, pos, firedBy, true))
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return ImpactType.TargetHit;
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var dat = world.Map.DistanceAboveTerrain(pos);
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var isDirectHit = GetDirectHit(world, cell, pos, firedBy);
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if (dat.Length > airMargin.Length)
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return isDirectHit ? ImpactType.AirHit : ImpactType.Air;
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if (dat.Length <= airMargin.Length && world.Map.GetTerrainInfo(cell).IsWater)
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return isDirectHit ? ImpactType.WaterHit : ImpactType.Water;
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if (isDirectHit)
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return ImpactType.GroundHit;
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// Matching target terrain
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if (ValidImpactTypes.HasFlag(ImpactType.TargetTerrain)
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&& IsValidTarget(world.Map.GetTerrainInfo(cell).TargetTypes))
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return ImpactType.TargetTerrain;
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return ImpactType.Ground;
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}
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public bool GetDirectHit(World world, CPos cell, WPos pos, Actor firedBy, bool checkTargetType = false)
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{
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foreach (var victim in world.FindActorsInCircle(pos, TargetSearchRadius))
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{
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if (checkTargetType && !IsValidAgainst(victim, firedBy))
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continue;
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var healthInfo = victim.Info.TraitInfoOrDefault<HealthInfo>();
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if (healthInfo == null)
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continue;
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// If the impact position is within any actor's HitShape, we have a direct hit
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if (healthInfo.Shape.DistanceFromEdge(pos, victim).Length <= 0)
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return true;
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}
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return false;
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}
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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if (!target.IsValidFor(firedBy))
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return;
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var pos = target.CenterPosition;
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(pos);
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var isValid = IsValidImpact(pos, firedBy);
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if ((!world.Map.Contains(targetTile)) || (!isValid))
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return;
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var palette = ExplosionPalette;
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if (UsePlayerPalette)
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palette += firedBy.Owner.InternalName;
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var explosion = Explosions.RandomOrDefault(Game.CosmeticRandom);
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if (Image != null && explosion != null)
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette)));
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var impactSound = ImpactSounds.RandomOrDefault(Game.CosmeticRandom);
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if (impactSound != null)
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Game.Sound.Play(SoundType.World, impactSound, pos);
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}
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public bool IsValidImpact(WPos pos, Actor firedBy)
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{
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(pos);
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if (!world.Map.Contains(targetTile))
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return false;
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var impactType = GetImpactType(world, targetTile, pos, firedBy);
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if (!ValidImpactTypes.HasFlag(impactType) || InvalidImpactTypes.HasFlag(impactType))
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return false;
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return true;
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}
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}
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}
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