Add maximum and minimum range vs. target checks

This adresses the issue that actors would ignore the validity of weapons when deciding the attack distance versus a target. This could result in actors staying out of range of a weapon valid versus target if they carried a weapon with higher range but invalid versus target.
This commit is contained in:
reaperrr
2016-06-16 15:22:38 +02:00
parent 8e3415e70e
commit 2f1a6e8807
2 changed files with 49 additions and 3 deletions

View File

@@ -230,6 +230,52 @@ namespace OpenRA.Mods.Common.Traits
return max;
}
public WDist GetMinimumRangeVersusTarget(Target target)
{
if (IsTraitDisabled)
return WDist.Zero;
// PERF: Avoid LINQ.
var min = WDist.MaxValue;
foreach (var armament in Armaments)
{
if (armament.IsTraitDisabled)
continue;
if (!armament.Weapon.IsValidAgainst(target, self.World, self))
continue;
var range = armament.Weapon.MinRange;
if (min > range)
min = range;
}
return min != WDist.MaxValue ? min : WDist.Zero;
}
public WDist GetMaximumRangeVersusTarget(Target target)
{
if (IsTraitDisabled)
return WDist.Zero;
// PERF: Avoid LINQ.
var max = WDist.Zero;
foreach (var armament in Armaments)
{
if (armament.IsTraitDisabled)
continue;
if (!armament.Weapon.IsValidAgainst(target, self.World, self))
continue;
var range = armament.MaxRange();
if (max < range)
max = range;
}
return max;
}
// Enumerates all armaments, that this actor possesses, that can be used against Target t
public IEnumerable<Armament> ChooseArmamentsForTarget(Target t, bool forceAttack)
{
@@ -282,7 +328,7 @@ namespace OpenRA.Mods.Common.Traits
public bool IsReachableTarget(Target target, bool allowMove)
{
return HasAnyValidWeapons(target)
&& (target.IsInRange(self.CenterPosition, GetMaximumRange()) || (allowMove && self.Info.HasTraitInfo<IMoveInfo>()));
&& (target.IsInRange(self.CenterPosition, GetMaximumRangeVersusTarget(target)) || (allowMove && self.Info.HasTraitInfo<IMoveInfo>()));
}
public Stance UnforcedAttackTargetStances()