Refactored Missile.RangeLimit from ticks to WDist
Changed default from 'unlimited' fuel to weapon range.
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@@ -82,8 +82,8 @@ namespace OpenRA.Mods.Common.Effects
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[Desc("Gravity applied while in free fall.")]
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public readonly int Gravity = 10;
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[Desc("Run out of fuel after being activated this many ticks. Zero for unlimited fuel.")]
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public readonly int RangeLimit = 0;
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[Desc("Run out of fuel after covering this distance. Zero for defaulting to weapon range. Negative for unlimited fuel.")]
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public readonly WDist RangeLimit = WDist.Zero;
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[Desc("Explode when running out of fuel.")]
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public readonly bool ExplodeWhenEmpty = true;
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@@ -181,6 +181,8 @@ namespace OpenRA.Mods.Common.Effects
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WVec velocity;
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int speed;
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int loopRadius;
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WDist distanceCovered;
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WDist rangeLimit;
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int renderFacing;
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[Sync] int hFacing;
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@@ -198,6 +200,7 @@ namespace OpenRA.Mods.Common.Effects
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hFacing = args.Facing;
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gravity = new WVec(0, 0, -info.Gravity);
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targetPosition = args.PassiveTarget;
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rangeLimit = info.RangeLimit != WDist.Zero ? info.RangeLimit : args.Weapon.Range;
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var world = args.SourceActor.World;
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@@ -766,7 +769,7 @@ namespace OpenRA.Mods.Common.Effects
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}
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// Switch from homing mode to freefall mode
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if (info.RangeLimit != 0 && ticks == info.RangeLimit + 1)
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if (rangeLimit >= WDist.Zero && distanceCovered > rangeLimit)
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{
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state = States.Freefall;
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velocity = new WVec(0, -speed, 0)
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@@ -824,11 +827,12 @@ namespace OpenRA.Mods.Common.Effects
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if (info.ContrailLength > 0)
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contrail.Update(pos);
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distanceCovered += new WDist(speed);
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var cell = world.Map.CellContaining(pos);
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var height = world.Map.DistanceAboveTerrain(pos);
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shouldExplode |= height.Length < 0 // Hit the ground
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|| relTarDist < info.CloseEnough.Length // Within range
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|| (info.ExplodeWhenEmpty && info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
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|| (info.ExplodeWhenEmpty && rangeLimit >= WDist.Zero && distanceCovered > rangeLimit) // Ran out of fuel
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|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
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|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType) // Hit incompatible terrain
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|| (height.Length < info.AirburstAltitude.Length && relTarHorDist < info.CloseEnough.Length); // Airburst
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