Fix collision detection for Missiles and Bullets.

This commit is contained in:
Paul Chote
2015-12-19 13:03:35 +00:00
parent a580aa1f27
commit 871d328c35
2 changed files with 38 additions and 8 deletions

View File

@@ -50,6 +50,12 @@ namespace OpenRA.Mods.Common.Effects
[Desc("Is this blocked by actors with BlocksProjectiles trait.")]
public readonly bool Blockable = true;
[Desc("Width of projectile (used for finding blocking actors).")]
public readonly WDist Width = new WDist(1);
[Desc("Extra search radius beyond path for blocking actors.")]
public readonly WDist TargetExtraSearchRadius = new WDist(2048);
[Desc("Arc in WAngles, two values indicate variable arc.")]
public readonly WAngle[] Angle = { WAngle.Zero };
@@ -156,8 +162,19 @@ namespace OpenRA.Mods.Common.Effects
if (anim != null)
anim.Tick();
var lastPos = pos;
pos = WPos.LerpQuadratic(args.Source, target, angle, ticks, length);
// Check for walls or other blocking obstacles
var shouldExplode = false;
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
info.TargetExtraSearchRadius, out blockedPos))
{
pos = blockedPos;
shouldExplode = true;
}
if (!string.IsNullOrEmpty(info.Trail) && --smokeTicks < 0)
{
var delayedPos = WPos.LerpQuadratic(args.Source, target, angle, ticks - info.TrailDelay, length);
@@ -168,8 +185,8 @@ namespace OpenRA.Mods.Common.Effects
if (info.ContrailLength > 0)
contrail.Update(pos);
var shouldExplode = ticks++ >= length // Flight length reached/exceeded
|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)); // Hit a wall or other blocking obstacle
// Flight length reached / exceeded
shouldExplode |= ticks++ >= length;
if (shouldExplode)
Explode(world);