Merge pull request #11192 from reaperrr/fix-effectwh

Fix direct hit check in CreateEffectWarhead
This commit is contained in:
Oliver Brakmann
2016-05-18 21:52:30 +02:00
2 changed files with 21 additions and 5 deletions

View File

@@ -47,7 +47,20 @@ namespace OpenRA.Mods.Common.Lint
continue; continue;
if (healthTraits.Where(x => x.Shape.OuterRadius.Length > warhead.TargetExtraSearchRadius.Length).Any()) if (healthTraits.Where(x => x.Shape.OuterRadius.Length > warhead.TargetExtraSearchRadius.Length).Any())
emitError("Actor type `{0}` has a health radius exceeding the victim scan radius of a warhead on `{1}`!" emitError("Actor type `{0}` has a health radius exceeding the victim scan radius of a SpreadDamageWarhead on `{1}`!"
.F(actorInfo.Key, weaponInfo.Key));
}
var effectWarheads = weaponInfo.Value.Warheads.OfType<CreateEffectWarhead>();
foreach (var warhead in effectWarheads)
{
// This warhead cannot affect this actor.
if (!warhead.ValidTargets.Overlaps(targetable))
continue;
if (healthTraits.Where(x => x.Shape.OuterRadius.Length > warhead.TargetSearchRadius.Length).Any())
emitError("Actor type `{0}` has a health radius exceeding the victim scan radius of a CreateEffectWarhead on `{1}`!"
.F(actorInfo.Key, weaponInfo.Key)); .F(actorInfo.Key, weaponInfo.Key));
} }

View File

@@ -30,6 +30,9 @@ namespace OpenRA.Mods.Common.Warheads
[Desc("Remap explosion effect to player color, if art supports it.")] [Desc("Remap explosion effect to player color, if art supports it.")]
public readonly bool UsePlayerPalette = false; public readonly bool UsePlayerPalette = false;
[Desc("Search radius around impact for 'direct hit' check.")]
public readonly WDist TargetSearchRadius = new WDist(2048);
[Desc("List of sounds that can be played on impact.")] [Desc("List of sounds that can be played on impact.")]
public readonly string[] ImpactSounds = new string[0]; public readonly string[] ImpactSounds = new string[0];
@@ -72,17 +75,17 @@ namespace OpenRA.Mods.Common.Warheads
public bool GetDirectHit(World world, CPos cell, WPos pos, Actor firedBy, bool checkTargetType = false) public bool GetDirectHit(World world, CPos cell, WPos pos, Actor firedBy, bool checkTargetType = false)
{ {
foreach (var unit in world.ActorMap.GetActorsAt(cell)) foreach (var victim in world.FindActorsInCircle(pos, TargetSearchRadius))
{ {
if (checkTargetType && !IsValidAgainst(unit, firedBy)) if (checkTargetType && !IsValidAgainst(victim, firedBy))
continue; continue;
var healthInfo = unit.Info.TraitInfoOrDefault<HealthInfo>(); var healthInfo = victim.Info.TraitInfoOrDefault<HealthInfo>();
if (healthInfo == null) if (healthInfo == null)
continue; continue;
// If the impact position is within any actor's HitShape, we have a direct hit // If the impact position is within any actor's HitShape, we have a direct hit
if ((unit.CenterPosition - pos).LengthSquared <= healthInfo.Shape.DistanceFromEdge(pos, unit).LengthSquared) if (healthInfo.Shape.DistanceFromEdge(pos, victim).Length <= 0)
return true; return true;
} }