Add LockOnInaccuracy to Missile

This commit is contained in:
reaperrr
2019-05-10 09:22:14 +02:00
committed by abcdefg30
parent fde215360c
commit 666169e9b9

View File

@@ -70,9 +70,12 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Width of projectile (used for finding blocking actors).")]
public readonly WDist Width = new WDist(1);
[Desc("Maximum offset at the maximum range")]
[Desc("Maximum inaccuracy offset at the maximum range")]
public readonly WDist Inaccuracy = WDist.Zero;
[Desc("Inaccuracy override when sucessfully locked onto target. Defaults to Inaccuracy if negative.")]
public readonly WDist LockOnInaccuracy = new WDist(-1);
[Desc("Probability of locking onto and following target.")]
public readonly int LockOnProbability = 100;
@@ -226,9 +229,13 @@ namespace OpenRA.Mods.Common.Projectiles
var world = args.SourceActor.World;
if (info.Inaccuracy.Length > 0)
if (world.SharedRandom.Next(100) <= info.LockOnProbability)
lockOn = true;
var inaccuracy = lockOn && info.LockOnInaccuracy.Length > -1 ? info.LockOnInaccuracy.Length : info.Inaccuracy.Length;
if (inaccuracy > 0)
{
var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
inaccuracy = Util.ApplyPercentageModifiers(inaccuracy, args.InaccuracyModifiers);
offset = WVec.FromPDF(world.SharedRandom, 2) * inaccuracy / 1024;
}
@@ -238,9 +245,6 @@ namespace OpenRA.Mods.Common.Projectiles
.Rotate(new WRot(WAngle.FromFacing(vFacing), WAngle.Zero, WAngle.Zero))
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing)));
if (world.SharedRandom.Next(100) <= info.LockOnProbability)
lockOn = true;
if (!string.IsNullOrEmpty(info.Image))
{
anim = new Animation(world, info.Image, () => renderFacing);