Make warheads use the the most sensible victim scan radius
By default, but allow custom overrides.
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@@ -10,13 +10,14 @@
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#endregion
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using System.Collections.Generic;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Warheads
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{
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public class CreateEffectWarhead : Warhead
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public class CreateEffectWarhead : Warhead, IRulesetLoaded<WeaponInfo>
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{
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[Desc("List of explosion sequences that can be used.")]
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[SequenceReference("Image")] public readonly string[] Explosions = new string[0];
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@@ -30,9 +31,6 @@ namespace OpenRA.Mods.Common.Warheads
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[Desc("Remap explosion effect to player color, if art supports it.")]
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public readonly bool UsePlayerPalette = false;
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[Desc("Search radius around impact for 'direct hit' check.")]
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public readonly WDist TargetSearchRadius = new WDist(2048);
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[Desc("List of sounds that can be played on impact.")]
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public readonly string[] ImpactSounds = new string[0];
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@@ -42,6 +40,16 @@ namespace OpenRA.Mods.Common.Warheads
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[Desc("What impact types should this effect NOT apply to.", "Overrides ValidImpactTypes.")]
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public readonly ImpactType InvalidImpactTypes = ImpactType.None;
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[Desc("Scan radius for victims around impact. If set to zero (default), it will automatically scale to the largest health shape.",
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"Custom overrides should not be necessary under normal circumstances.")]
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public WDist VictimScanRadius = WDist.Zero;
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public void RulesetLoaded(Ruleset rules, WeaponInfo wi)
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{
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if (VictimScanRadius == WDist.Zero)
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VictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
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}
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public ImpactType GetImpactType(World world, CPos cell, WPos pos, Actor firedBy)
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{
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// Missiles need a margin because they sometimes explode a little above ground
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@@ -75,7 +83,7 @@ namespace OpenRA.Mods.Common.Warheads
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public bool GetDirectHit(World world, CPos cell, WPos pos, Actor firedBy, bool checkTargetType = false)
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{
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foreach (var victim in world.FindActorsInCircle(pos, TargetSearchRadius))
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foreach (var victim in world.FindActorsInCircle(pos, VictimScanRadius))
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{
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if (checkTargetType && !IsValidAgainst(victim, firedBy))
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continue;
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@@ -21,17 +21,21 @@ namespace OpenRA.Mods.Common.Warheads
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[Desc("Range between falloff steps.")]
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public readonly WDist Spread = new WDist(43);
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[Desc("Extra search radius beyond maximum spread. Required to ensure damage to actors with large health radius.")]
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public readonly WDist TargetExtraSearchRadius = new WDist(1536);
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[Desc("Damage percentage at each range step")]
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public readonly int[] Falloff = { 100, 37, 14, 5, 0 };
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[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
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public WDist[] Range = null;
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[Desc("Extra search radius beyond maximum spread. If set to zero (default), it will automatically scale to the largest health shape.",
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"Custom overrides should not be necessary under normal circumstances.")]
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public WDist VictimScanRadius = WDist.Zero;
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public void RulesetLoaded(Ruleset rules, WeaponInfo info)
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{
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if (VictimScanRadius == WDist.Zero)
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VictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
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if (Range != null)
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{
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if (Range.Length != 1 && Range.Length != Falloff.Length)
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@@ -58,7 +62,7 @@ namespace OpenRA.Mods.Common.Warheads
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// This only finds actors where the center is within the search radius,
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// so we need to search beyond the maximum spread to account for actors with large health radius
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var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1] + TargetExtraSearchRadius);
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var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1] + VictimScanRadius);
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foreach (var victim in hitActors)
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{
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