Refactor TeslaZap targeting
- made it target closest targetable position, instead of CenterPosition - made target tracking optional (enabled by default) - made tracking independent from whether damage has already been dealt - cache target position and update it in Tick only if tracking
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@@ -32,22 +32,26 @@ namespace OpenRA.Mods.Cnc.Projectiles
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public readonly int Duration = 2;
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public readonly bool TrackTarget = true;
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public IProjectile Create(ProjectileArgs args) { return new TeslaZap(this, args); }
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}
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public class TeslaZap : IProjectile
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public class TeslaZap : IProjectile, ISync
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{
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readonly ProjectileArgs args;
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readonly TeslaZapInfo info;
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TeslaZapRenderable zap;
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int ticksUntilRemove;
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bool doneDamage = false;
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[Sync] WPos target;
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public TeslaZap(TeslaZapInfo info, ProjectileArgs args)
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{
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this.args = args;
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this.info = info;
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ticksUntilRemove = info.Duration;
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target = args.PassiveTarget;
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}
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public void Tick(World world)
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@@ -55,18 +59,20 @@ namespace OpenRA.Mods.Cnc.Projectiles
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if (ticksUntilRemove-- <= 0)
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world.AddFrameEndTask(w => w.Remove(this));
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// Zap tracks target
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if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
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target = args.GuidedTarget.Positions.PositionClosestTo(args.Source);
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if (!doneDamage)
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{
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var pos = args.GuidedTarget.IsValidFor(args.SourceActor) ? args.GuidedTarget.CenterPosition : args.PassiveTarget;
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args.Weapon.Impact(Target.FromPos(pos), args.SourceActor, args.DamageModifiers);
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args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
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doneDamage = true;
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}
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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var pos = args.GuidedTarget.IsValidFor(args.SourceActor) ? args.GuidedTarget.CenterPosition : args.PassiveTarget;
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zap = new TeslaZapRenderable(args.Source, 0, pos - args.Source,
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zap = new TeslaZapRenderable(args.Source, 0, target - args.Source,
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info.Image, info.BrightSequence, info.BrightZaps, info.DimSequence, info.DimZaps, info.Palette);
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yield return zap;
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