diff --git a/OpenRA.Mods.Common/Effects/Bullet.cs b/OpenRA.Mods.Common/Effects/Bullet.cs index c72879ddfd..4adc33154f 100644 --- a/OpenRA.Mods.Common/Effects/Bullet.cs +++ b/OpenRA.Mods.Common/Effects/Bullet.cs @@ -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()))) + 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())); // Hit a wall or other blocking obstacle + + if (shouldExplode) Explode(world); } diff --git a/OpenRA.Mods.Common/Lint/CheckTargetHealthRadius.cs b/OpenRA.Mods.Common/Lint/CheckTargetHealthRadius.cs new file mode 100644 index 0000000000..e13081670e --- /dev/null +++ b/OpenRA.Mods.Common/Lint/CheckTargetHealthRadius.cs @@ -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 emitError, Action emitWarning, Ruleset rules) + { + foreach (var actorInfo in rules.Actors) + { + var healthTraits = actorInfo.Value.TraitInfos().ToList(); + if (!healthTraits.Any()) + continue; + + var targetable = actorInfo.Value.TraitInfos().SelectMany(x => x.GetTargetTypes()).ToList(); + if (!targetable.Any()) + continue; + + foreach (var weaponInfo in rules.Weapons) + { + var warheads = weaponInfo.Value.Warheads.OfType().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)); + } + } + } + } + } +} diff --git a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj index 7e29d02214..706fd30499 100644 --- a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj +++ b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj @@ -191,6 +191,7 @@ + diff --git a/OpenRA.Mods.Common/Warheads/SpreadDamageWarhead.cs b/OpenRA.Mods.Common/Warheads/SpreadDamageWarhead.cs index 53c3946f1d..6a0e11255e 100644 --- a/OpenRA.Mods.Common/Warheads/SpreadDamageWarhead.cs +++ b/OpenRA.Mods.Common/Warheads/SpreadDamageWarhead.cs @@ -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) {