Merge pull request #11459 from reaperrr/fix-range-check
Fix weapon min/max range and validity checks
This commit is contained in:
@@ -259,6 +259,7 @@ namespace OpenRA.Mods.Common.Traits
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public bool IsReloading { get { return FireDelay > 0 || IsTraitDisabled; } }
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public bool ShouldExplode(Actor self) { return !IsReloading; }
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public bool OutOfAmmo { get { return ammoPool != null && !ammoPool.Info.SelfReloads && !ammoPool.HasAmmo(); } }
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public WVec MuzzleOffset(Actor self, Barrel b)
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{
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@@ -186,7 +186,7 @@ namespace OpenRA.Mods.Common.Traits
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// PERF: Avoid LINQ.
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foreach (var armament in Armaments)
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if (armament.Weapon.IsValidAgainst(t, self.World, self))
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if (!armament.OutOfAmmo && armament.Weapon.IsValidAgainst(t, self.World, self))
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return true;
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return false;
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@@ -203,6 +203,10 @@ namespace OpenRA.Mods.Common.Traits
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{
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if (armament.IsTraitDisabled)
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continue;
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if (armament.OutOfAmmo)
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continue;
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var range = armament.Weapon.MinRange;
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if (min > range)
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min = range;
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@@ -222,6 +226,62 @@ namespace OpenRA.Mods.Common.Traits
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{
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if (armament.IsTraitDisabled)
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continue;
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if (armament.OutOfAmmo)
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continue;
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var range = armament.MaxRange();
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if (max < range)
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max = range;
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}
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return max;
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}
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public WDist GetMinimumRangeVersusTarget(Target target)
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{
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if (IsTraitDisabled)
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return WDist.Zero;
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// PERF: Avoid LINQ.
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var min = WDist.MaxValue;
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foreach (var armament in Armaments)
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{
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if (armament.IsTraitDisabled)
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continue;
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if (armament.OutOfAmmo)
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continue;
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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continue;
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var range = armament.Weapon.MinRange;
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if (min > range)
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min = range;
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}
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return min != WDist.MaxValue ? min : WDist.Zero;
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}
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public WDist GetMaximumRangeVersusTarget(Target target)
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{
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if (IsTraitDisabled)
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return WDist.Zero;
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// PERF: Avoid LINQ.
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var max = WDist.Zero;
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foreach (var armament in Armaments)
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{
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if (armament.IsTraitDisabled)
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continue;
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if (armament.OutOfAmmo)
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continue;
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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continue;
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var range = armament.MaxRange();
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if (max < range)
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max = range;
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@@ -282,7 +342,7 @@ namespace OpenRA.Mods.Common.Traits
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public bool IsReachableTarget(Target target, bool allowMove)
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{
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return HasAnyValidWeapons(target)
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&& (target.IsInRange(self.CenterPosition, GetMaximumRange()) || (allowMove && self.Info.HasTraitInfo<IMoveInfo>()));
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&& (target.IsInRange(self.CenterPosition, GetMaximumRangeVersusTarget(target)) || (allowMove && self.Info.HasTraitInfo<IMoveInfo>()));
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}
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public Stance UnforcedAttackTargetStances()
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@@ -327,10 +387,17 @@ namespace OpenRA.Mods.Common.Traits
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modifiers |= TargetModifiers.ForceAttack;
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var forceAttack = modifiers.HasModifier(TargetModifiers.ForceAttack);
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var a = ab.ChooseArmamentsForTarget(target, forceAttack).FirstOrDefault();
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if (a == null)
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var armaments = ab.ChooseArmamentsForTarget(target, forceAttack);
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if (!armaments.Any())
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return false;
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// Use valid armament with highest range out of those that have ammo
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// If all are out of ammo, just use valid armament with highest range
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armaments = armaments.OrderByDescending(x => x.MaxRange());
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var a = armaments.FirstOrDefault(x => !x.OutOfAmmo);
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if (a == null)
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a = armaments.First();
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cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
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? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
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: ab.Info.Cursor ?? a.Info.Cursor;
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@@ -354,10 +421,17 @@ namespace OpenRA.Mods.Common.Traits
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return false;
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var target = Target.FromCell(self.World, location);
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var a = ab.ChooseArmamentsForTarget(target, true).FirstOrDefault();
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if (a == null)
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var armaments = ab.ChooseArmamentsForTarget(target, true);
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if (!armaments.Any())
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return false;
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// Use valid armament with highest range out of those that have ammo
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// If all are out of ammo, just use valid armament with highest range
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armaments = armaments.OrderByDescending(x => x.MaxRange());
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var a = armaments.FirstOrDefault(x => !x.OutOfAmmo);
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if (a == null)
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a = armaments.First();
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cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
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? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
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: ab.Info.Cursor ?? a.Info.Cursor;
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