Add MaxSpread to Warhead to allow setting a specific area of effect.
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@@ -19,6 +19,8 @@ namespace OpenRA.GameRules
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{
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{
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[Desc("Distance from the explosion center at which damage is 1/2.")]
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[Desc("Distance from the explosion center at which damage is 1/2.")]
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public readonly WRange Spread = new WRange(43);
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public readonly WRange Spread = new WRange(43);
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[Desc("Maximum Spread. If a value >= Spread is set, this sets a fixed maximum area of damage.")]
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public readonly WRange MaxSpread = new WRange(0);
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[FieldLoader.LoadUsing("LoadVersus")]
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[FieldLoader.LoadUsing("LoadVersus")]
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[Desc("Damage vs each armortype. 0% = can't target.")]
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[Desc("Damage vs each armortype. 0% = can't target.")]
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public readonly Dictionary<string, float> Versus;
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public readonly Dictionary<string, float> Versus;
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@@ -122,7 +122,10 @@ namespace OpenRA.Mods.RA
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{
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{
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case DamageModel.Normal:
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case DamageModel.Normal:
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{
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{
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var maxSpread = new WRange((int)(warhead.Spread.Range * (float)Math.Log(Math.Abs(warhead.Damage), 2)));
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var spreadMax = warhead.MaxSpread.Range;
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var maxSpreadCalculation = spreadMax >= warhead.Spread.Range ? spreadMax : (warhead.Spread.Range * (float)Math.Log(Math.Abs(warhead.Damage), 2));
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var maxSpread = new WRange((int)(maxSpreadCalculation));
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var hitActors = world.FindActorsInCircle(pos, maxSpread);
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var hitActors = world.FindActorsInCircle(pos, maxSpread);
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foreach (var victim in hitActors)
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foreach (var victim in hitActors)
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