Merge pull request #9174 from reaperrr/radius-explode
Customizable impact victim scan radius
This commit is contained in:
@@ -166,8 +166,14 @@ namespace OpenRA.Mods.Common.Effects
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if (info.ContrailLength > 0)
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if (info.ContrailLength > 0)
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contrail.Update(pos);
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contrail.Update(pos);
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if (ticks++ >= length || (info.Blockable && world.ActorMap
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var cell = world.Map.CellContaining(pos);
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.GetUnitsAt(world.Map.CellContaining(pos)).Any(a => a.Info.HasTraitInfo<IBlocksProjectilesInfo>())))
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var height = world.Map.DistanceAboveTerrain(pos);
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var shouldExplode = height.Length <= 0 // Hit the ground
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|| ticks++ >= length // Flight length reached/exceeded
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|| (info.Blockable && world.ActorMap.GetUnitsAt(cell).Any(a => a.Info.HasTraitInfo<IBlocksProjectilesInfo>())); // Hit a wall or other blocking obstacle
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if (shouldExplode)
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Explode(world);
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Explode(world);
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}
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}
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55
OpenRA.Mods.Common/Lint/CheckTargetHealthRadius.cs
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55
OpenRA.Mods.Common/Lint/CheckTargetHealthRadius.cs
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@@ -0,0 +1,55 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Warheads;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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{
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class CheckTargetHealthRadius : ILintRulesPass
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{
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public void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules)
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{
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foreach (var actorInfo in rules.Actors)
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{
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var healthTraits = actorInfo.Value.TraitInfos<HealthInfo>().ToList();
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if (!healthTraits.Any())
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continue;
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var targetable = actorInfo.Value.TraitInfos<ITargetableInfo>().SelectMany(x => x.GetTargetTypes()).ToList();
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if (!targetable.Any())
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continue;
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foreach (var weaponInfo in rules.Weapons)
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{
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var warheads = weaponInfo.Value.Warheads.OfType<SpreadDamageWarhead>().Where(dw => dw.Damage > 0);
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foreach (var warhead in warheads)
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{
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// This is a special warhead, like the one on `weathering` in D2k.
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if (!warhead.DamageTypes.Any())
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continue;
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// This warhead cannot affect this actor.
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if (!warhead.ValidTargets.Overlaps(targetable))
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continue;
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if (healthTraits.Where(x => x.Radius.Length > warhead.TargetExtraSearchRadius.Length).Any())
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emitError("Actor type `{0}` has a health radius exceeding the victim scan radius of a warhead on `{1}`!"
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.F(actorInfo.Key, weaponInfo.Key));
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}
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}
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}
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}
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}
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}
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@@ -191,6 +191,7 @@
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<Compile Include="Lint\CheckDeathTypes.cs" />
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<Compile Include="Lint\CheckDeathTypes.cs" />
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<Compile Include="Lint\CheckVoiceReferences.cs" />
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<Compile Include="Lint\CheckVoiceReferences.cs" />
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<Compile Include="Lint\CheckUpgrades.cs" />
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<Compile Include="Lint\CheckUpgrades.cs" />
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<Compile Include="Lint\CheckTargetHealthRadius.cs" />
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<Compile Include="Lint\LintBuildablePrerequisites.cs" />
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<Compile Include="Lint\LintBuildablePrerequisites.cs" />
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<Compile Include="Lint\LintExts.cs" />
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<Compile Include="Lint\LintExts.cs" />
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<Compile Include="LoadScreens\ModChooserLoadScreen.cs" />
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<Compile Include="LoadScreens\ModChooserLoadScreen.cs" />
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@@ -19,6 +19,9 @@ namespace OpenRA.Mods.Common.Warheads
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[Desc("Range between falloff steps.")]
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[Desc("Range between falloff steps.")]
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public readonly WDist Spread = new WDist(43);
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public readonly WDist Spread = new WDist(43);
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[Desc("Extra search radius beyond maximum spread. Required to ensure damage to actors with large health radius.")]
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public readonly WDist TargetExtraSearchRadius = new WDist(2048);
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[Desc("Damage percentage at each range step")]
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[Desc("Damage percentage at each range step")]
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public readonly int[] Falloff = { 100, 37, 14, 5, 2, 1, 0 };
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public readonly int[] Falloff = { 100, 37, 14, 5, 2, 1, 0 };
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@@ -46,7 +49,10 @@ namespace OpenRA.Mods.Common.Warheads
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InitializeRange();
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InitializeRange();
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var world = firedBy.World;
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var world = firedBy.World;
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var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1]);
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// This only finds actors where the center is within the search radius,
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// so we need to search beyond the maximum spread to account for actors with large health radius
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var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1] + TargetExtraSearchRadius);
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foreach (var victim in hitActors)
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foreach (var victim in hitActors)
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{
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{
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