Merge pull request #12004 from reaperrr/projectile-cleanup2
More projectile property streamlining and cleanups
This commit is contained in:
70
OpenRA.Mods.Common/Lint/CheckAngle.cs
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70
OpenRA.Mods.Common/Lint/CheckAngle.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Mods.Common.Projectiles;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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{
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class CheckAngle : ILintRulesPass
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{
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public void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules)
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{
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foreach (var weaponInfo in rules.Weapons)
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{
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var missile = weaponInfo.Value.Projectile as MissileInfo;
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if (missile != null)
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{
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var minAngle = missile.MinimumLaunchAngle.Angle;
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var maxAngle = missile.MaximumLaunchAngle.Angle;
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// If both angles are identical, we only need to test one of them
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var testMaxAngle = minAngle != maxAngle;
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CheckLaunchAngles(weaponInfo.Key, minAngle, testMaxAngle, maxAngle, emitError);
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}
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var bullet = weaponInfo.Value.Projectile as BulletInfo;
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if (bullet != null)
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{
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var minAngle = bullet.LaunchAngle[0].Angle;
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var maxAngle = bullet.LaunchAngle.Length > 1 ? bullet.LaunchAngle[1].Angle : minAngle;
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// If both angles are identical, we only need to test one of them
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var testMaxAngle = minAngle != maxAngle;
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CheckLaunchAngles(weaponInfo.Key, minAngle, testMaxAngle, maxAngle, emitError);
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}
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}
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}
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static bool InvalidAngle(int value)
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{
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return value > 255 && value < 769;
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}
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static void CheckLaunchAngles(string weaponInfo, int minAngle, bool testMaxAngle, int maxAngle, Action<string> emitError)
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{
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if (InvalidAngle(minAngle))
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emitError("Weapon `{0}`: Projectile minimum LaunchAngle must not exceed (-)255!".F(weaponInfo));
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if (testMaxAngle && InvalidAngle(maxAngle))
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emitError("Weapon `{0}`: Projectile maximum LaunchAngle must not exceed (-)255!".F(weaponInfo));
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if ((minAngle < 256) && (maxAngle < 256) && (minAngle > maxAngle))
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emitError("Weapon `{0}`: Projectile minimum LaunchAngle must not exceed maximum LaunchAngle!".F(weaponInfo));
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if ((minAngle > 768) && (maxAngle > 768) && (minAngle > maxAngle))
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emitError("Weapon `{0}`: Projectile minimum LaunchAngle must not exceed maximum LaunchAngle!".F(weaponInfo));
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if ((minAngle < 256) && (maxAngle > 768))
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emitError("Weapon `{0}`: Projectile minimum LaunchAngle must not exceed maximum LaunchAngle!".F(weaponInfo));
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}
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}
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}
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@@ -168,6 +168,7 @@
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<Compile Include="HitShapes\Capsule.cs" />
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<Compile Include="HitShapes\Circle.cs" />
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<Compile Include="Lint\CheckBuildingFootprint.cs" />
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<Compile Include="Lint\CheckAngle.cs" />
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<Compile Include="Lint\CheckSequences.cs" />
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<Compile Include="Lint\CheckPalettes.cs" />
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<Compile Include="Lint\CheckPlayers.cs" />
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@@ -61,7 +61,7 @@ namespace OpenRA.Mods.Common.Projectiles
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public readonly WDist TargetExtraSearchRadius = new WDist(1536);
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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[] LaunchAngle = { WAngle.Zero };
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[Desc("Interval in ticks between each spawned Trail animation.")]
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public readonly int TrailInterval = 2;
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@@ -97,11 +97,11 @@ namespace OpenRA.Mods.Common.Projectiles
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string trailPalette;
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[Sync] WPos pos, target;
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[Sync] int length;
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int length;
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[Sync] int facing;
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[Sync] int ticks, smokeTicks;
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int ticks, smokeTicks;
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[Sync] public Actor SourceActor { get { return args.SourceActor; } }
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public Actor SourceActor { get { return args.SourceActor; } }
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public Bullet(BulletInfo info, ProjectileArgs args)
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{
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@@ -111,10 +111,10 @@ namespace OpenRA.Mods.Common.Projectiles
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var world = args.SourceActor.World;
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if (info.Angle.Length > 1)
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angle = new WAngle(world.SharedRandom.Next(info.Angle[0].Angle, info.Angle[1].Angle));
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if (info.LaunchAngle.Length > 1)
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angle = new WAngle(world.SharedRandom.Next(info.LaunchAngle[0].Angle, info.LaunchAngle[1].Angle));
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else
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angle = info.Angle[0];
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angle = info.LaunchAngle[0];
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if (info.Speed.Length > 1)
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speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length));
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@@ -159,6 +159,11 @@ namespace OpenRA.Mods.Common.Projectiles
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readonly Animation anim;
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readonly WVec gravity;
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readonly int minLaunchSpeed;
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readonly int maxLaunchSpeed;
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readonly int maxSpeed;
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readonly WAngle minLaunchAngle;
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readonly WAngle maxLaunchAngle;
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int ticks;
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@@ -201,6 +206,11 @@ namespace OpenRA.Mods.Common.Projectiles
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gravity = new WVec(0, 0, -info.Gravity);
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targetPosition = args.PassiveTarget;
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rangeLimit = info.RangeLimit != WDist.Zero ? info.RangeLimit : args.Weapon.Range;
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minLaunchSpeed = info.MinimumLaunchSpeed.Length > -1 ? info.MinimumLaunchSpeed.Length : info.Speed.Length;
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maxLaunchSpeed = info.MaximumLaunchSpeed.Length > -1 ? info.MaximumLaunchSpeed.Length : info.Speed.Length;
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maxSpeed = info.Speed.Length;
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minLaunchAngle = info.MinimumLaunchAngle;
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maxLaunchAngle = info.MaximumLaunchAngle;
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var world = args.SourceActor.World;
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@@ -248,13 +258,11 @@ namespace OpenRA.Mods.Common.Projectiles
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void DetermineLaunchSpeedAndAngleForIncline(int predClfDist, int diffClfMslHgt, int relTarHorDist,
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out int speed, out int vFacing)
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{
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var minLaunchSpeed = info.MinimumLaunchSpeed.Length > -1 ? info.MinimumLaunchSpeed.Length : info.Speed.Length;
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var maxLaunchSpeed = info.MaximumLaunchSpeed.Length > -1 ? info.MaximumLaunchSpeed.Length : info.Speed.Length;
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speed = info.MaximumLaunchSpeed.Length > -1 ? info.MaximumLaunchSpeed.Length : info.Speed.Length;
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speed = maxLaunchSpeed;
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// Find smallest vertical facing, for which the missile will be able to climb terrAltDiff w-units
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// within hHeightChange w-units all the while ending the ascent with vertical facing 0
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vFacing = info.MaximumLaunchAngle.Angle >> 2;
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vFacing = maxLaunchAngle.Angle >> 2;
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// Compute minimum speed necessary to both be able to face directly upwards and have enough space
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// to hit the target without passing it by (and thus having to do horizontal loops)
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@@ -282,8 +290,8 @@ namespace OpenRA.Mods.Common.Projectiles
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// Find least vertical facing that will allow the missile to climb
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// terrAltDiff w-units within hHeightChange w-units
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// all the while ending the ascent with vertical facing 0
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vFacing = BisectionSearch(System.Math.Max((sbyte)(info.MinimumLaunchAngle.Angle >> 2), (sbyte)0),
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(sbyte)(info.MaximumLaunchAngle.Angle >> 2),
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vFacing = BisectionSearch(System.Math.Max((sbyte)(minLaunchAngle.Angle >> 2), (sbyte)0),
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(sbyte)(maxLaunchAngle.Angle >> 2),
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vFac => !WillClimbWithinDistance(vFac, loopRadius, predClfDist, diffClfMslHgt)) + 1;
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}
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}
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@@ -291,7 +299,7 @@ namespace OpenRA.Mods.Common.Projectiles
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// TODO: Double check Launch parameter determination
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void DetermineLaunchSpeedAndAngle(World world, out int speed, out int vFacing)
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{
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speed = info.MaximumLaunchSpeed.Length > -1 ? info.MaximumLaunchSpeed.Length : info.Speed.Length;
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speed = maxLaunchSpeed;
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loopRadius = LoopRadius(speed, info.VerticalRateOfTurn);
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// Compute current distance from target position
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@@ -309,8 +317,8 @@ namespace OpenRA.Mods.Common.Projectiles
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DetermineLaunchSpeedAndAngleForIncline(predClfDist, diffClfMslHgt, relTarHorDist, out speed, out vFacing);
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else if (lastHt != 0)
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{
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vFacing = System.Math.Max((sbyte)(info.MinimumLaunchAngle.Angle >> 2), (sbyte)0);
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speed = info.MaximumLaunchSpeed.Length > -1 ? info.MaximumLaunchSpeed.Length : info.Speed.Length;
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vFacing = System.Math.Max((sbyte)(minLaunchAngle.Angle >> 2), (sbyte)0);
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speed = maxLaunchSpeed;
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}
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else
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{
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@@ -324,8 +332,8 @@ namespace OpenRA.Mods.Common.Projectiles
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vFacing = 0;
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// Make sure the chosen vertical facing adheres to prescribed bounds
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vFacing = vFacing.Clamp((sbyte)(info.MinimumLaunchAngle.Angle >> 2),
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(sbyte)(info.MaximumLaunchAngle.Angle >> 2));
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vFacing = vFacing.Clamp((sbyte)(minLaunchAngle.Angle >> 2),
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(sbyte)(maxLaunchAngle.Angle >> 2));
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}
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}
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@@ -404,7 +412,7 @@ namespace OpenRA.Mods.Common.Projectiles
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void ChangeSpeed(int sign = 1)
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{
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speed = (speed + sign * info.Acceleration.Length).Clamp(0, info.Speed.Length);
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speed = (speed + sign * info.Acceleration.Length).Clamp(0, maxSpeed);
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// Compute the vertical loop radius
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loopRadius = LoopRadius(speed, info.VerticalRateOfTurn);
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@@ -415,7 +423,7 @@ namespace OpenRA.Mods.Common.Projectiles
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// Compute the projectile's freefall displacement
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var move = velocity + gravity / 2;
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velocity += gravity;
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var velRatio = info.Speed.Length * 1024 / velocity.Length;
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var velRatio = maxSpeed * 1024 / velocity.Length;
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if (velRatio < 1024)
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velocity = velocity * velRatio / 1024;
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@@ -497,6 +497,13 @@ namespace OpenRA.Mods.Common.UtilityCommands
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node.Key = "Duration";
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}
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// Rename Bullet Angle to LaunchAngle
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if (engineVersion < 20161016)
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{
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if (node.Key == "Angle")
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node.Key = "LaunchAngle";
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}
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UpgradeWeaponRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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