Fix collision detection for Missiles and Bullets.
This commit is contained in:
@@ -50,6 +50,12 @@ namespace OpenRA.Mods.Common.Effects
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[Desc("Is this blocked by actors with BlocksProjectiles trait.")]
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[Desc("Is this blocked by actors with BlocksProjectiles trait.")]
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public readonly bool Blockable = true;
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public readonly bool Blockable = true;
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[Desc("Width of projectile (used for finding blocking actors).")]
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public readonly WDist Width = new WDist(1);
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[Desc("Extra search radius beyond path for blocking actors.")]
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public readonly WDist TargetExtraSearchRadius = new WDist(2048);
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[Desc("Arc in WAngles, two values indicate variable arc.")]
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[Desc("Arc in WAngles, two values indicate variable arc.")]
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public readonly WAngle[] Angle = { WAngle.Zero };
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public readonly WAngle[] Angle = { WAngle.Zero };
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@@ -156,8 +162,19 @@ namespace OpenRA.Mods.Common.Effects
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if (anim != null)
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if (anim != null)
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anim.Tick();
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anim.Tick();
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var lastPos = pos;
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pos = WPos.LerpQuadratic(args.Source, target, angle, ticks, length);
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pos = WPos.LerpQuadratic(args.Source, target, angle, ticks, length);
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// Check for walls or other blocking obstacles
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var shouldExplode = false;
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WPos blockedPos;
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
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info.TargetExtraSearchRadius, out blockedPos))
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{
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pos = blockedPos;
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shouldExplode = true;
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}
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if (!string.IsNullOrEmpty(info.Trail) && --smokeTicks < 0)
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if (!string.IsNullOrEmpty(info.Trail) && --smokeTicks < 0)
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{
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{
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var delayedPos = WPos.LerpQuadratic(args.Source, target, angle, ticks - info.TrailDelay, length);
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var delayedPos = WPos.LerpQuadratic(args.Source, target, angle, ticks - info.TrailDelay, length);
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@@ -168,8 +185,8 @@ namespace OpenRA.Mods.Common.Effects
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if (info.ContrailLength > 0)
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if (info.ContrailLength > 0)
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contrail.Update(pos);
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contrail.Update(pos);
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var shouldExplode = ticks++ >= length // Flight length reached/exceeded
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// Flight length reached / exceeded
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|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)); // Hit a wall or other blocking obstacle
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shouldExplode |= ticks++ >= length;
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if (shouldExplode)
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if (shouldExplode)
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Explode(world);
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Explode(world);
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@@ -58,6 +58,12 @@ namespace OpenRA.Mods.Common.Effects
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[Desc("Is the missile blocked by actors with BlocksProjectiles: trait.")]
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[Desc("Is the missile blocked by actors with BlocksProjectiles: trait.")]
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public readonly bool Blockable = true;
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public readonly bool Blockable = true;
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[Desc("Width of projectile (used for finding blocking actors).")]
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public readonly WDist Width = new WDist(1);
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[Desc("Extra search radius beyond path for blocking actors.")]
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public readonly WDist TargetExtraSearchRadius = new WDist(2048);
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[Desc("Maximum offset at the maximum range")]
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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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public readonly WDist Inaccuracy = WDist.Zero;
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@@ -773,8 +779,19 @@ namespace OpenRA.Mods.Common.Effects
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renderFacing = WAngle.ArcTan(move.Z - move.Y, move.X).Angle / 4 - 64;
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renderFacing = WAngle.ArcTan(move.Z - move.Y, move.X).Angle / 4 - 64;
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// Move the missile
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// Move the missile
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var lastPos = pos;
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pos += move;
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pos += move;
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// Check for walls or other blocking obstacles
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var shouldExplode = false;
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WPos blockedPos;
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
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info.TargetExtraSearchRadius, out blockedPos))
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{
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pos = blockedPos;
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shouldExplode = true;
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}
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// Create the smoke trail effect
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// Create the smoke trail effect
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if (!string.IsNullOrEmpty(info.TrailImage) && --ticksToNextSmoke < 0 && (state != States.Freefall || info.TrailWhenDeactivated))
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if (!string.IsNullOrEmpty(info.TrailImage) && --ticksToNextSmoke < 0 && (state != States.Freefall || info.TrailWhenDeactivated))
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{
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{
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@@ -786,14 +803,10 @@ namespace OpenRA.Mods.Common.Effects
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contrail.Update(pos);
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contrail.Update(pos);
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var cell = world.Map.CellContaining(pos);
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var cell = world.Map.CellContaining(pos);
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// NOTE: High speeds might cause the missile to miss the target or fly through obstacles
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// In that case, big moves should probably be decomposed into multiple smaller ones with hit checks
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var height = world.Map.DistanceAboveTerrain(pos);
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var height = world.Map.DistanceAboveTerrain(pos);
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var shouldExplode = (height.Length < 0) // Hit the ground
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shouldExplode |= height.Length < 0 // Hit the ground
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|| (relTarDist < info.CloseEnough.Length) // Within range
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|| relTarDist < info.CloseEnough.Length // Within range
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|| (info.ExplodeWhenEmpty && info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
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|| (info.ExplodeWhenEmpty && info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
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|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)) // Hit a wall or other blocking obstacle
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|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
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|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
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|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType) // Hit incompatible terrain
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|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType) // Hit incompatible terrain
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|| (height.Length < info.AirburstAltitude.Length && relTarHorDist < info.CloseEnough.Length); // Airburst
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|| (height.Length < info.AirburstAltitude.Length && relTarHorDist < info.CloseEnough.Length); // Airburst
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