Adapt tracking projectiles to support targeting CenterPosition

Instead of closest targetable position.
This commit is contained in:
reaperrr
2017-06-11 21:51:00 +02:00
committed by abcdefg30
parent da7433a95f
commit 7eab278711
4 changed files with 16 additions and 4 deletions

View File

@@ -36,6 +36,9 @@ namespace OpenRA.Mods.Cnc.Projectiles
public readonly bool TrackTarget = true;
[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
public readonly bool TargetCenterPosition = false;
public IProjectile Create(ProjectileArgs args) { return new TeslaZap(this, args); }
}
@@ -64,7 +67,7 @@ namespace OpenRA.Mods.Cnc.Projectiles
// Zap tracks target
if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
target = args.GuidedTarget.Positions.PositionClosestTo(args.Source);
target = info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source);
if (damageDuration-- > 0)
args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);

View File

@@ -57,6 +57,9 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Does the beam follow the target.")]
public readonly bool TrackTarget = false;
[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
public readonly bool TargetCenterPosition = false;
[Desc("Should the beam be visually rendered? False = Beam is invisible.")]
public readonly bool RenderBeam = true;
@@ -157,7 +160,7 @@ namespace OpenRA.Mods.Common.Projectiles
if (args.GuidedTarget.IsValidFor(args.SourceActor))
{
var guidedTargetPos = args.GuidedTarget.Positions.PositionClosestTo(args.Source);
var guidedTargetPos = info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source);
var targetDistance = new WDist((guidedTargetPos - args.Source).Length);
// Only continue tracking target if it's within weapon range +

View File

@@ -49,6 +49,9 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Beam can be blocked.")]
public readonly bool Blockable = false;
[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
public readonly bool TargetCenterPosition = false;
[Desc("Draw a second beam (for 'glow' effect).")]
public readonly bool SecondaryBeam = false;
@@ -128,7 +131,7 @@ namespace OpenRA.Mods.Common.Projectiles
{
// Beam tracks target
if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
target = args.GuidedTarget.Positions.PositionClosestTo(source);
target = info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(source);
// Check for blocking actors
WPos blockedPos;

View File

@@ -137,6 +137,9 @@ namespace OpenRA.Mods.Common.Projectiles
"the missile enters the radius of the current speed around the target.")]
public readonly bool AllowSnapping = false;
[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
public readonly bool TargetCenterPosition = false;
[Desc("Explodes when inside this proximity radius to target.",
"Note: If this value is lower than the missile speed, this check might",
"not trigger fast enough, causing the missile to fly past the target.")]
@@ -799,7 +802,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Check if target position should be updated (actor visible & locked on)
var newTarPos = targetPosition;
if (args.GuidedTarget.IsValidFor(args.SourceActor) && lockOn)
newTarPos = args.GuidedTarget.Positions.PositionClosestTo(args.Source)
newTarPos = (info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source))
+ new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude);
// Compute target's predicted velocity vector (assuming uniform circular motion)