Files
OpenRA/OpenRA.Mods.Common/Warheads/DamageWarhead.cs
2020-11-06 22:02:24 +01:00

89 lines
2.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
public abstract class DamageWarhead : Warhead
{
[Desc("How much (raw) damage to deal.")]
public readonly int Damage = 0;
[Desc("Types of damage that this warhead causes. Leave empty for no damage types.")]
public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
[Desc("Damage percentage versus each armortype.")]
public readonly Dictionary<string, int> Versus = new Dictionary<string, int>();
public override bool IsValidAgainst(Actor victim, Actor firedBy)
{
// Cannot be damaged without a Health trait
if (!victim.Info.HasTraitInfo<IHealthInfo>())
return false;
return base.IsValidAgainst(victim, firedBy);
}
public override void DoImpact(in Target target, WarheadArgs args)
{
var firedBy = args.SourceActor;
// Used by traits or warheads that damage a single actor, rather than a position
if (target.Type == TargetType.Actor)
{
var victim = target.Actor;
if (!IsValidAgainst(victim, firedBy))
return;
var closestActiveShape = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled)
.MinByOrDefault(t => t.DistanceFromEdge(victim, victim.CenterPosition));
// Cannot be damaged without an active HitShape
if (closestActiveShape == null)
return;
InflictDamage(victim, firedBy, closestActiveShape, args);
}
else if (target.Type != TargetType.Invalid)
DoImpact(target.CenterPosition, firedBy, args);
}
protected virtual int DamageVersus(Actor victim, HitShape shape, WarheadArgs args)
{
// If no Versus values are defined, DamageVersus would return 100 anyway, so we might as well do that early.
if (Versus.Count == 0)
return 100;
var armor = victim.TraitsImplementing<Armor>()
.Where(a => !a.IsTraitDisabled && a.Info.Type != null && Versus.ContainsKey(a.Info.Type) &&
(shape.Info.ArmorTypes.IsEmpty || shape.Info.ArmorTypes.Contains(a.Info.Type)))
.Select(a => Versus[a.Info.Type]);
return Util.ApplyPercentageModifiers(100, armor);
}
protected virtual void InflictDamage(Actor victim, Actor firedBy, HitShape shape, WarheadArgs args)
{
var damage = Util.ApplyPercentageModifiers(Damage, args.DamageModifiers.Append(DamageVersus(victim, shape, args)));
victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
}
protected abstract void DoImpact(WPos pos, Actor firedBy, WarheadArgs args);
}
}