127 lines
4.4 KiB
C#
127 lines
4.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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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 enum DamageCalculationType { HitShape, ClosestTargetablePosition, CenterPosition }
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public class SpreadDamageWarhead : DamageWarhead, IRulesetLoaded<WeaponInfo>
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{
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[Desc("Range between falloff steps.")]
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public readonly WDist Spread = new WDist(43);
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[Desc("Damage percentage at each range step")]
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public readonly int[] Falloff = { 100, 37, 14, 5, 0 };
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[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
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public WDist[] Range = null;
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[Desc("Controls the way damage is calculated. Possible values are 'HitShape', 'ClosestTargetablePosition' and 'CenterPosition'.")]
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public readonly DamageCalculationType DamageCalculationType = DamageCalculationType.HitShape;
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void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo info)
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{
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if (Range != null)
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{
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if (Range.Length != 1 && Range.Length != Falloff.Length)
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throw new YamlException("Number of range values must be 1 or equal to the number of Falloff values.");
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for (var i = 0; i < Range.Length - 1; i++)
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if (Range[i] > Range[i + 1])
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throw new YamlException("Range values must be specified in an increasing order.");
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}
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else
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Range = Exts.MakeArray(Falloff.Length, i => i * Spread);
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}
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protected override void DoImpact(WPos pos, Actor firedBy, WarheadArgs args)
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{
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var debugVis = firedBy.World.WorldActor.TraitOrDefault<DebugVisualizations>();
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if (debugVis != null && debugVis.CombatGeometry)
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firedBy.World.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range, DebugOverlayColor);
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foreach (var victim in firedBy.World.FindActorsOnCircle(pos, Range[Range.Length - 1]))
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{
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if (!IsValidAgainst(victim, firedBy))
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continue;
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var closestActiveShape = victim.TraitsImplementing<HitShape>()
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.Where(Exts.IsTraitEnabled)
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.Select(s => (HitShape: s, Distance: s.DistanceFromEdge(victim, pos)))
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.MinByOrDefault(s => s.Distance);
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// Cannot be damaged without an active HitShape.
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if (closestActiveShape.HitShape == null)
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continue;
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var falloffDistance = 0;
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switch (DamageCalculationType)
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{
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case DamageCalculationType.HitShape:
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falloffDistance = closestActiveShape.Distance.Length;
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break;
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case DamageCalculationType.ClosestTargetablePosition:
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falloffDistance = victim.GetTargetablePositions().Select(x => (x - pos).Length).Min();
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break;
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case DamageCalculationType.CenterPosition:
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falloffDistance = (victim.CenterPosition - pos).Length;
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break;
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}
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// The range to target is more than the range the warhead covers, so GetDamageFalloff() is going to give us 0 and we're going to do 0 damage anyway, so bail early.
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if (falloffDistance > Range[Range.Length - 1].Length)
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continue;
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var localModifiers = args.DamageModifiers.Append(GetDamageFalloff(falloffDistance));
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var impactOrientation = args.ImpactOrientation;
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// If a warhead lands outside the victim's HitShape, we need to calculate the vertical and horizontal impact angles
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// from impact position, rather than last projectile facing/angle.
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if (falloffDistance > 0)
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{
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var towardsTargetYaw = (victim.CenterPosition - args.ImpactPosition).Yaw;
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var impactAngle = Util.GetVerticalAngle(args.ImpactPosition, victim.CenterPosition);
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impactOrientation = new WRot(WAngle.Zero, impactAngle, towardsTargetYaw);
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}
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var updatedWarheadArgs = new WarheadArgs(args)
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{
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DamageModifiers = localModifiers.ToArray(),
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ImpactOrientation = impactOrientation,
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};
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InflictDamage(victim, firedBy, closestActiveShape.HitShape, updatedWarheadArgs);
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}
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}
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int GetDamageFalloff(int distance)
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{
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var inner = Range[0].Length;
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for (var i = 1; i < Range.Length; i++)
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{
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var outer = Range[i].Length;
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if (outer > distance)
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return int2.Lerp(Falloff[i - 1], Falloff[i], distance - inner, outer - inner);
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inner = outer;
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}
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return 0;
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}
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}
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}
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