Merge pull request #9174 from reaperrr/radius-explode

Customizable impact victim scan radius
This commit is contained in:
RoosterDragon
2015-09-30 20:28:17 +01:00
4 changed files with 71 additions and 3 deletions

View File

@@ -166,8 +166,14 @@ namespace OpenRA.Mods.Common.Effects
if (info.ContrailLength > 0)
contrail.Update(pos);
if (ticks++ >= length || (info.Blockable && world.ActorMap
.GetUnitsAt(world.Map.CellContaining(pos)).Any(a => a.Info.HasTraitInfo<IBlocksProjectilesInfo>())))
var cell = world.Map.CellContaining(pos);
var height = world.Map.DistanceAboveTerrain(pos);
var shouldExplode = height.Length <= 0 // Hit the ground
|| ticks++ >= length // Flight length reached/exceeded
|| (info.Blockable && world.ActorMap.GetUnitsAt(cell).Any(a => a.Info.HasTraitInfo<IBlocksProjectilesInfo>())); // Hit a wall or other blocking obstacle
if (shouldExplode)
Explode(world);
}

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@@ -0,0 +1,55 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Warheads;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Lint
{
class CheckTargetHealthRadius : ILintRulesPass
{
public void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules)
{
foreach (var actorInfo in rules.Actors)
{
var healthTraits = actorInfo.Value.TraitInfos<HealthInfo>().ToList();
if (!healthTraits.Any())
continue;
var targetable = actorInfo.Value.TraitInfos<ITargetableInfo>().SelectMany(x => x.GetTargetTypes()).ToList();
if (!targetable.Any())
continue;
foreach (var weaponInfo in rules.Weapons)
{
var warheads = weaponInfo.Value.Warheads.OfType<SpreadDamageWarhead>().Where(dw => dw.Damage > 0);
foreach (var warhead in warheads)
{
// This is a special warhead, like the one on `weathering` in D2k.
if (!warhead.DamageTypes.Any())
continue;
// This warhead cannot affect this actor.
if (!warhead.ValidTargets.Overlaps(targetable))
continue;
if (healthTraits.Where(x => x.Radius.Length > warhead.TargetExtraSearchRadius.Length).Any())
emitError("Actor type `{0}` has a health radius exceeding the victim scan radius of a warhead on `{1}`!"
.F(actorInfo.Key, weaponInfo.Key));
}
}
}
}
}
}

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@@ -191,6 +191,7 @@
<Compile Include="Lint\CheckDeathTypes.cs" />
<Compile Include="Lint\CheckVoiceReferences.cs" />
<Compile Include="Lint\CheckUpgrades.cs" />
<Compile Include="Lint\CheckTargetHealthRadius.cs" />
<Compile Include="Lint\LintBuildablePrerequisites.cs" />
<Compile Include="Lint\LintExts.cs" />
<Compile Include="LoadScreens\ModChooserLoadScreen.cs" />

View File

@@ -19,6 +19,9 @@ namespace OpenRA.Mods.Common.Warheads
[Desc("Range between falloff steps.")]
public readonly WDist Spread = new WDist(43);
[Desc("Extra search radius beyond maximum spread. Required to ensure damage to actors with large health radius.")]
public readonly WDist TargetExtraSearchRadius = new WDist(2048);
[Desc("Damage percentage at each range step")]
public readonly int[] Falloff = { 100, 37, 14, 5, 2, 1, 0 };
@@ -46,7 +49,10 @@ namespace OpenRA.Mods.Common.Warheads
InitializeRange();
var world = firedBy.World;
var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1]);
// This only finds actors where the center is within the search radius,
// so we need to search beyond the maximum spread to account for actors with large health radius
var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1] + TargetExtraSearchRadius);
foreach (var victim in hitActors)
{