Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
149
OpenRA.Mods.Common/Warheads/CreateEffectWarhead.cs
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149
OpenRA.Mods.Common/Warheads/CreateEffectWarhead.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Immutable;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Effects;
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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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[Desc("Spawn a sprite with sound.")]
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public class CreateEffectWarhead : Warhead
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{
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[SequenceReference(nameof(Image), allowNullImage: true)]
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[Desc("List of explosion sequences that can be used.")]
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public readonly ImmutableArray<string> Explosions = [];
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[Desc("Image containing explosion effect sequence.")]
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public readonly string Image = "explosion";
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[PaletteReference(nameof(UsePlayerPalette))]
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[Desc("Palette to use for explosion effect.")]
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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("Display explosion effect at ground level, regardless of explosion altitude.")]
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public readonly bool ForceDisplayAtGroundLevel = false;
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[Desc("List of sounds that can be played on impact.")]
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public readonly ImmutableArray<string> ImpactSounds = [];
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[Desc("Chance of impact sound to play.")]
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public readonly int ImpactSoundChance = 100;
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[Desc("Whether to consider actors in determining whether the explosion should happen. If false, only terrain will be considered.")]
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public readonly bool ImpactActors = true;
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[Desc("The maximum inaccuracy of the effect spawn position relative to actual impact position.")]
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public readonly WDist Inaccuracy = WDist.Zero;
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static readonly BitSet<TargetableType> TargetTypeAir = new("Air");
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/// <summary>Checks if there are any actors at impact position and if the warhead is valid against any of them.</summary>
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ImpactActorType ActorTypeAtImpact(World world, WPos pos, Actor firedBy)
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{
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var anyInvalidActor = false;
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// Check whether the impact position overlaps with an actor's hitshape
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foreach (var victim in world.FindActorsOnCircle(pos, WDist.Zero))
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{
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if (!AffectsParent && victim == firedBy)
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continue;
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var activeShapes = victim.TraitsImplementing<HitShape>().Where(t => !t.IsTraitDisabled);
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if (!activeShapes.Any(s => s.DistanceFromEdge(victim, pos).Length <= 0))
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continue;
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if (IsValidAgainst(victim, firedBy))
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return ImpactActorType.Valid;
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anyInvalidActor = true;
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}
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return anyInvalidActor ? ImpactActorType.Invalid : ImpactActorType.None;
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}
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// ActorTypeAtImpact already checks AffectsParent beforehand, to avoid parent HitShape look-ups
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// (and to prevent returning ImpactActorType.Invalid on AffectsParent=false)
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public override bool IsValidAgainst(Actor victim, Actor firedBy)
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{
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var relationship = firedBy.Owner.RelationshipWith(victim.Owner);
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if (!ValidRelationships.HasRelationship(relationship))
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return false;
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// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
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if (!IsValidTarget(victim.GetEnabledTargetTypes()))
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return false;
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return true;
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}
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public override void DoImpact(in Target target, WarheadArgs args)
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{
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if (target.Type == TargetType.Invalid)
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return;
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var firedBy = args.SourceActor;
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var pos = target.CenterPosition;
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var world = firedBy.World;
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var actorAtImpact = ImpactActors ? ActorTypeAtImpact(world, pos, firedBy) : ImpactActorType.None;
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// Ignore the impact if there are only invalid actors within range
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if (actorAtImpact == ImpactActorType.Invalid)
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return;
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// Ignore the impact if there are no valid actors and no valid terrain
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// (impacts are allowed on valid actors sitting on invalid terrain!)
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if (actorAtImpact == ImpactActorType.None && !IsValidAgainstTerrain(world, pos))
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return;
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var explosion = Explosions.RandomOrDefault(world.LocalRandom);
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if (Image != null && explosion != null)
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{
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if (Inaccuracy.Length > 0)
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pos += WVec.FromPDF(world.SharedRandom, 2) * Inaccuracy.Length / 1024;
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if (ForceDisplayAtGroundLevel)
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{
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var dat = world.Map.DistanceAboveTerrain(pos);
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pos -= new WVec(0, 0, dat.Length);
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}
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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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world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, Image, explosion, palette)));
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}
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var impactSound = ImpactSounds.RandomOrDefault(world.LocalRandom);
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if (impactSound != null && world.LocalRandom.Next(0, 100) < ImpactSoundChance)
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Game.Sound.Play(SoundType.World, impactSound, pos);
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}
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/// <summary>Checks if the warhead is valid against the terrain at impact position.</summary>
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bool IsValidAgainstTerrain(World world, WPos pos)
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{
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var cell = world.Map.CellContaining(pos);
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if (!world.Map.Contains(cell))
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return false;
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var dat = world.Map.DistanceAboveTerrain(pos);
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return IsValidTarget(dat > AirThreshold ? TargetTypeAir : world.Map.GetTerrainInfo(cell).TargetTypes);
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}
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}
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}
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