Make projectiles use most sensible blocker scan radius

By default, but allow custom overrides.
This commit is contained in:
reaperrr
2017-01-20 15:20:35 +01:00
committed by Chris Forbes
parent 9f9d1f9e5f
commit 033268a7ba
5 changed files with 77 additions and 28 deletions

View File

@@ -23,7 +23,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
public class MissileInfo : IProjectileInfo
public class MissileInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo>
{
[Desc("Name of the image containing the projectile sequence.")]
public readonly string Image = null;
@@ -64,9 +64,6 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Width of projectile (used for finding blocking actors).")]
public readonly WDist Width = new WDist(1);
[Desc("Extra search radius beyond path for blocking actors.")]
public readonly WDist TargetExtraSearchRadius = new WDist(1536);
[Desc("Maximum offset at the maximum range")]
public readonly WDist Inaccuracy = WDist.Zero;
@@ -145,7 +142,17 @@ namespace OpenRA.Mods.Common.Projectiles
"not trigger fast enough, causing the missile to fly past the target.")]
public readonly WDist CloseEnough = new WDist(298);
[Desc("Scan radius for actors with projectile-blocking trait. If set to zero (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = WDist.Zero;
public IProjectile Create(ProjectileArgs args) { return new Missile(this, args); }
public void RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius == WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
}
}
// TODO: double check square roots!!!
@@ -826,7 +833,7 @@ namespace OpenRA.Mods.Common.Projectiles
var shouldExplode = false;
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
info.TargetExtraSearchRadius, out blockedPos))
info.BlockerScanRadius, out blockedPos))
{
pos = blockedPos;
shouldExplode = true;