Fix armaments/projectiles to aim at closest Target.Positions
Instead of CenterPosition. TargetablePositions were already used for targeting/attack decisions, but not armaments/projectiles.
This commit is contained in:
committed by
Oliver Brakmann
parent
73577e3a7e
commit
7acc6dacbc
@@ -157,7 +157,7 @@ namespace OpenRA.Mods.Common.Projectiles
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if (args.GuidedTarget.IsValidFor(args.SourceActor))
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{
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var guidedTargetPos = args.GuidedTarget.CenterPosition;
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var guidedTargetPos = args.GuidedTarget.Positions.PositionClosestTo(args.Source);
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var targetDistance = new WDist((guidedTargetPos - args.Source).Length);
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// Only continue tracking target if it's within weapon range +
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@@ -21,6 +21,9 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Simple, invisible, usually direct-on-target projectile.")]
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public class InstantHitInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo>
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{
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[Desc("Apply warheads directly to center of target actor.")]
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public readonly bool TargetCenterPosition = false;
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[Desc("Maximum offset at the maximum range.")]
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public readonly WDist Inaccuracy = WDist.Zero;
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@@ -57,14 +60,16 @@ namespace OpenRA.Mods.Common.Projectiles
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this.info = info;
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source = args.Source;
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if (info.Inaccuracy.Length > 0)
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if (info.TargetCenterPosition)
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target = args.GuidedTarget;
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else if (!info.TargetCenterPosition && info.Inaccuracy.Length > 0)
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{
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var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
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var maxOffset = inaccuracy * (args.PassiveTarget - source).Length / args.Weapon.Range.Length;
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target = Target.FromPos(args.PassiveTarget + WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024);
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}
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else
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target = args.GuidedTarget;
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target = Target.FromPos(args.PassiveTarget);
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}
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public void Tick(World world)
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@@ -128,7 +128,7 @@ namespace OpenRA.Mods.Common.Projectiles
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{
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// Beam tracks target
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if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
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target = args.GuidedTarget.CenterPosition;
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target = args.GuidedTarget.Positions.PositionClosestTo(source);
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// Check for blocking actors
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WPos blockedPos;
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@@ -799,7 +799,7 @@ namespace OpenRA.Mods.Common.Projectiles
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// Check if target position should be updated (actor visible & locked on)
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var newTarPos = targetPosition;
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if (args.GuidedTarget.IsValidFor(args.SourceActor) && lockOn)
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newTarPos = args.GuidedTarget.CenterPosition
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newTarPos = args.GuidedTarget.Positions.PositionClosestTo(args.Source)
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+ new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude);
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// Compute target's predicted velocity vector (assuming uniform circular motion)
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