Adapt tracking projectiles to support targeting CenterPosition
Instead of closest targetable position.
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@@ -36,6 +36,9 @@ namespace OpenRA.Mods.Cnc.Projectiles
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public readonly bool TrackTarget = true;
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[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
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public readonly bool TargetCenterPosition = false;
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public IProjectile Create(ProjectileArgs args) { return new TeslaZap(this, args); }
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}
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@@ -64,7 +67,7 @@ namespace OpenRA.Mods.Cnc.Projectiles
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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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target = info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source);
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if (damageDuration-- > 0)
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args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
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@@ -57,6 +57,9 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Does the beam follow the target.")]
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public readonly bool TrackTarget = false;
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[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
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public readonly bool TargetCenterPosition = false;
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[Desc("Should the beam be visually rendered? False = Beam is invisible.")]
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public readonly bool RenderBeam = true;
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@@ -157,7 +160,7 @@ 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.Positions.PositionClosestTo(args.Source);
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var guidedTargetPos = info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : 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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@@ -49,6 +49,9 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Beam can be blocked.")]
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public readonly bool Blockable = false;
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[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
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public readonly bool TargetCenterPosition = false;
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[Desc("Draw a second beam (for 'glow' effect).")]
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public readonly bool SecondaryBeam = false;
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@@ -128,7 +131,7 @@ 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.Positions.PositionClosestTo(source);
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target = info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(source);
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// Check for blocking actors
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WPos blockedPos;
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@@ -137,6 +137,9 @@ namespace OpenRA.Mods.Common.Projectiles
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"the missile enters the radius of the current speed around the target.")]
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public readonly bool AllowSnapping = false;
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[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
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public readonly bool TargetCenterPosition = false;
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[Desc("Explodes when inside this proximity radius to target.",
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"Note: If this value is lower than the missile speed, this check might",
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"not trigger fast enough, causing the missile to fly past the target.")]
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@@ -799,7 +802,7 @@ 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.Positions.PositionClosestTo(args.Source)
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newTarPos = (info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : 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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