remove ref to Game.world in Combat
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@@ -47,8 +47,11 @@ namespace OpenRA.Mods.RA
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public List<Weapon> Weapons = new List<Weapon>();
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public List<Turret> Turrets = new List<Turret>();
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readonly Actor self;
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public AttackBase(Actor self)
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{
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this.self = self;
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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Turrets.Add(new Turret(info.PrimaryOffset));
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@@ -127,7 +130,7 @@ namespace OpenRA.Mods.RA
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if (w.Info.MinRange * w.Info.MinRange * Game.CellSize * Game.CellSize >
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(target.CenterLocation - self.CenterLocation).LengthSquared) return false;
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if (!w.IsValidAgainst(target)) return false;
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if (!w.IsValidAgainst(self.World, target)) return false;
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var barrel = w.Barrels[w.Burst % w.Barrels.Length];
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var destMove = target.IsActor ? target.Actor.TraitOrDefault<IMove>() : null;
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@@ -243,10 +246,10 @@ namespace OpenRA.Mods.RA
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Math.Max(0, (int)weapon.Info.Range)));
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}
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public bool HasAnyValidWeapons(Target t) { return Weapons.Any(w => w.IsValidAgainst(t)); }
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public bool HasAnyValidWeapons(Target t) { return Weapons.Any(w => w.IsValidAgainst(self.World, t)); }
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public float GetMaximumRange() { return Weapons.Max(w => w.Info.Range); }
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public Weapon ChooseWeaponForTarget(Target t) { return Weapons.FirstOrDefault(w => w.IsValidAgainst(t)); }
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public Weapon ChooseWeaponForTarget(Target t) { return Weapons.FirstOrDefault(w => w.IsValidAgainst(self.World, t)); }
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class AttackOrderTargeter : IOrderTargeter
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{
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@@ -149,7 +149,7 @@ namespace OpenRA.Mods.RA
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static float GetDamageToInflict(Actor target, ProjectileArgs args, WarheadInfo warhead, float modifier)
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{
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// don't hit air units with splash from ground explosions, etc
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if (!WeaponValidForTarget(args.weapon, Target.FromActor(target))) return 0f;
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if (!WeaponValidForTarget(args.weapon, target)) return 0f;
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var selectable = target.Info.Traits.GetOrDefault<SelectableInfo>();
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var radius = selectable != null ? selectable.Radius : 0;
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@@ -161,24 +161,25 @@ namespace OpenRA.Mods.RA
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return (float)(rawDamage * multiplier);
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}
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public static bool WeaponValidForTarget(WeaponInfo weapon, Target target)
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public static bool WeaponValidForTarget(WeaponInfo weapon, Actor target)
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{
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// todo: fix this properly.
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if (!target.IsValid) return false;
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if (!target.IsActor) return weapon.ValidTargets.Contains("Ground") // hack!
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|| (weapon.ValidTargets.Contains("Water") &&
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Game.world.GetTerrainType(Util.CellContaining(target.CenterLocation)) == "Water"); // even bigger hack!
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var targetable = target.Actor.TraitOrDefault<ITargetable>();
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var targetable = target.TraitOrDefault<ITargetable>();
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if (targetable == null || !weapon.ValidTargets.Intersect(targetable.TargetTypes).Any())
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return false;
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if (weapon.Warheads.All( w => w.EffectivenessAgainst(target.Actor) <= 0))
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if (weapon.Warheads.All( w => w.EffectivenessAgainst(target) <= 0))
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return false;
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return true;
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}
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public static bool WeaponValidForTarget( WeaponInfo weapon, World world, int2 location )
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{
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if( weapon.ValidTargets.Contains( "Ground" ) && world.GetTerrainType( location ) != "Water" ) return true;
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if( weapon.ValidTargets.Contains( "Water" ) && world.GetTerrainType( location ) == "Water" ) return true;
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return false;
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}
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static float2 GetRecoil(Actor self, float recoil)
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{
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var abInfo = self.Info.Traits.GetOrDefault<AttackBaseInfo>();
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@@ -72,9 +72,12 @@ namespace OpenRA.Mods.RA
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Turret.Recoil = Math.Max(0f, Turret.Recoil - .2f);
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}
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public bool IsValidAgainst(Target target)
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public bool IsValidAgainst(World world, Target target)
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{
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return Combat.WeaponValidForTarget(Info, target);
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if( target.IsActor )
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return Combat.WeaponValidForTarget( Info, target.Actor );
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else
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return Combat.WeaponValidForTarget( Info, world, Util.CellContaining( target.CenterLocation ) );
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}
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public void FiredShot()
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