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>
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67
OpenRA.Mods.Common/Warheads/TargetDamageWarhead.cs
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67
OpenRA.Mods.Common/Warheads/TargetDamageWarhead.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 OpenRA.GameRules;
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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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[Desc("Apply damage to the targeted actor.")]
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public class TargetDamageWarhead : DamageWarhead
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{
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[Desc("Damage will be applied to actors in this area. A value of zero means only targeted actor will be damaged.")]
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public readonly WDist Spread = WDist.Zero;
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protected override void DoImpact(WPos pos, Actor firedBy, WarheadArgs args)
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{
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if (Spread == WDist.Zero)
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return;
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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, [WDist.Zero, Spread], DebugOverlayColor);
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foreach (var victim in firedBy.World.FindActorsOnCircle(pos, Spread))
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{
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if (!IsValidAgainst(victim, firedBy))
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continue;
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HitShape closestActiveShape = null;
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var closestDistance = int.MaxValue;
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// PERF: Avoid using TraitsImplementing<HitShape> that needs to find the actor in the trait dictionary.
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foreach (var targetPos in victim.EnabledTargetablePositions)
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{
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if (targetPos is HitShape hitshape)
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{
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var distance = hitshape.DistanceFromEdge(victim, pos).Length;
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if (distance < closestDistance)
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{
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closestDistance = distance;
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closestActiveShape = hitshape;
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}
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}
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}
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// Cannot be damaged without an active HitShape.
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if (closestActiveShape == null)
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continue;
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// Cannot be damaged if HitShape is outside Spread.
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if (closestDistance > Spread.Length)
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continue;
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InflictDamage(victim, firedBy, closestActiveShape, args);
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}
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}
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}
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}
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