Make projectiles use most sensible blocker scan radius
By default, but allow custom overrides.
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@@ -22,7 +22,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Projectiles
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{
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[Desc("Not a sprite, but an engine effect.")]
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public class LaserZapInfo : IProjectileInfo
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public class LaserZapInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo>
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{
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[Desc("The width of the zap.")]
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public readonly WDist Width = new WDist(86);
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@@ -46,9 +46,6 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Maximum offset at the maximum range.")]
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public readonly WDist Inaccuracy = WDist.Zero;
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[Desc("Extra search radius beyond beam width. Required to ensure affecting actors with large health radius.")]
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public readonly WDist TargetExtraSearchRadius = new WDist(1536);
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[Desc("Beam can be blocked.")]
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public readonly bool Blockable = false;
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@@ -77,11 +74,21 @@ namespace OpenRA.Mods.Common.Projectiles
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[PaletteReference] public readonly string HitAnimPalette = "effect";
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[Desc("Scan radius for actors with projectile-blocking trait. If set to zero (default), it will automatically scale",
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"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
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public WDist BlockerScanRadius = WDist.Zero;
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public IProjectile Create(ProjectileArgs args)
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{
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var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color;
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return new LaserZap(this, args, c);
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}
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public void RulesetLoaded(Ruleset rules, WeaponInfo wi)
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{
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if (BlockerScanRadius == WDist.Zero)
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BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
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}
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}
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public class LaserZap : IProjectile, ISync
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@@ -126,7 +133,7 @@ namespace OpenRA.Mods.Common.Projectiles
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// Check for blocking actors
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WPos blockedPos;
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target,
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info.Width, info.TargetExtraSearchRadius, out blockedPos))
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info.Width, info.BlockerScanRadius, out blockedPos))
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{
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target = blockedPos;
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}
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