Refactor handling of hit radii in projectiles.

penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.

The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.

Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.

CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.

Fixes #14151.
This commit is contained in:
Alexis Hunt
2018-01-17 20:50:26 -05:00
committed by reaperrr
parent c4b0ad45e3
commit 08ad7d7f4e
31 changed files with 106 additions and 180 deletions

View File

@@ -23,7 +23,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
public class MissileInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo>
public class MissileInfo : IProjectileInfo
{
[Desc("Name of the image containing the projectile sequence.")]
public readonly string Image = null;
@@ -148,17 +148,7 @@ 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 a negative value (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 = new WDist(-1);
public IProjectile Create(ProjectileArgs args) { return new Missile(this, args); }
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius < WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
}
}
// TODO: double check square roots!!!
@@ -453,7 +443,7 @@ namespace OpenRA.Mods.Common.Projectiles
}
// NOTE: It might be desirable to make lookahead more intelligent by outputting more information
// than just the highest point in the lookahead distance
// than just the highest point in the lookahead distance
void InclineLookahead(World world, int distCheck, out int predClfHgt, out int predClfDist, out int lastHtChg, out int lastHt)
{
predClfHgt = 0; // Highest probed terrain height
@@ -849,7 +839,7 @@ namespace OpenRA.Mods.Common.Projectiles
var shouldExplode = false;
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
info.BlockerScanRadius, out blockedPos))
out blockedPos))
{
pos = blockedPos;
shouldExplode = true;