Introduce Weapon.TargetActorCenter and adapt projectiles
This also fixes issues with attackers that don't have their own Attack trait.
This commit is contained in:
@@ -69,6 +69,9 @@ namespace OpenRA.GameRules
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[Desc("The minimum range the weapon can fire.")]
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public readonly WDist MinRange = WDist.Zero;
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[Desc("Does this weapon aim at the target's center regardless of other targetable offsets?")]
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public readonly bool TargetActorCenter = false;
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[FieldLoader.LoadUsing("LoadProjectile")]
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public readonly IProjectileInfo Projectile;
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@@ -36,9 +36,6 @@ namespace OpenRA.Mods.Cnc.Projectiles
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public readonly bool TrackTarget = true;
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[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
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public readonly bool TargetCenterPosition = false;
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public IProjectile Create(ProjectileArgs args) { return new TeslaZap(this, args); }
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}
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@@ -67,7 +64,7 @@ namespace OpenRA.Mods.Cnc.Projectiles
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// Zap tracks target
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if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
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target = info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source);
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target = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source);
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if (damageDuration-- > 0)
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args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
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@@ -57,9 +57,6 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Does the beam follow the target.")]
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public readonly bool TrackTarget = false;
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[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
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public readonly bool TargetCenterPosition = false;
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[Desc("Should the beam be visually rendered? False = Beam is invisible.")]
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public readonly bool RenderBeam = true;
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@@ -160,7 +157,7 @@ namespace OpenRA.Mods.Common.Projectiles
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if (args.GuidedTarget.IsValidFor(args.SourceActor))
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{
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var guidedTargetPos = info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source);
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var guidedTargetPos = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source);
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var targetDistance = new WDist((guidedTargetPos - args.Source).Length);
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// Only continue tracking target if it's within weapon range +
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@@ -21,9 +21,6 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Simple, invisible, usually direct-on-target projectile.")]
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public class InstantHitInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo>
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{
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[Desc("Apply warheads directly to center of target actor.")]
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public readonly bool TargetCenterPosition = false;
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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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@@ -60,9 +57,9 @@ namespace OpenRA.Mods.Common.Projectiles
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this.info = info;
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source = args.Source;
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if (info.TargetCenterPosition)
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if (args.Weapon.TargetActorCenter)
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target = args.GuidedTarget;
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else if (!info.TargetCenterPosition && info.Inaccuracy.Length > 0)
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else if (info.Inaccuracy.Length > 0)
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{
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var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
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var maxOffset = inaccuracy * (args.PassiveTarget - source).Length / args.Weapon.Range.Length;
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@@ -49,9 +49,6 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Beam can be blocked.")]
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public readonly bool Blockable = false;
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[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
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public readonly bool TargetCenterPosition = false;
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[Desc("Draw a second beam (for 'glow' effect).")]
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public readonly bool SecondaryBeam = false;
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@@ -131,7 +128,7 @@ namespace OpenRA.Mods.Common.Projectiles
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{
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// Beam tracks target
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if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor))
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target = info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(source);
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target = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(source);
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// Check for blocking actors
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WPos blockedPos;
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@@ -137,9 +137,6 @@ namespace OpenRA.Mods.Common.Projectiles
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"the missile enters the radius of the current speed around the target.")]
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public readonly bool AllowSnapping = false;
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[Desc("Ignore any other targetable positions and aim directly at center of target actor.")]
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public readonly bool TargetCenterPosition = false;
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[Desc("Explodes when inside this proximity radius to target.",
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"Note: If this value is lower than the missile speed, this check might",
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"not trigger fast enough, causing the missile to fly past the target.")]
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@@ -802,7 +799,7 @@ namespace OpenRA.Mods.Common.Projectiles
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// Check if target position should be updated (actor visible & locked on)
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var newTarPos = targetPosition;
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if (args.GuidedTarget.IsValidFor(args.SourceActor) && lockOn)
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newTarPos = (info.TargetCenterPosition ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source))
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newTarPos = (args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source))
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+ new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude);
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// Compute target's predicted velocity vector (assuming uniform circular motion)
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@@ -102,8 +102,6 @@ namespace OpenRA.Mods.Common.Traits
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public readonly Barrel[] Barrels;
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readonly Actor self;
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readonly AttackBase[] attackTraits;
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AttackBase attack;
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Turreted turret;
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AmmoPool ammoPool;
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BodyOrientation coords;
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@@ -143,7 +141,6 @@ namespace OpenRA.Mods.Common.Traits
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barrels.Add(new Barrel { Offset = WVec.Zero, Yaw = WAngle.Zero });
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Barrels = barrels.ToArray();
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attackTraits = self.TraitsImplementing<AttackBase>().Where(a => a.Info.Armaments.Contains(Info.Name)).ToArray();
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}
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public virtual WDist MaxRange()
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@@ -206,10 +203,6 @@ namespace OpenRA.Mods.Common.Traits
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// The world coordinate model uses Actor.Orientation
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public virtual Barrel CheckFire(Actor self, IFacing facing, Target target)
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{
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attack = attackTraits.FirstOrDefault(Exts.IsTraitEnabled);
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if (attack == null)
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return null;
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if (IsReloading)
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return null;
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@@ -246,7 +239,7 @@ namespace OpenRA.Mods.Common.Traits
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Source = muzzlePosition(),
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CurrentSource = muzzlePosition,
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SourceActor = self,
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PassiveTarget = attack.Info.AttackTargetCenter ? target.CenterPosition : target.Positions.PositionClosestTo(muzzlePosition()),
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PassiveTarget = Weapon.TargetActorCenter ? target.CenterPosition : target.Positions.PositionClosestTo(muzzlePosition()),
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GuidedTarget = target
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};
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@@ -64,6 +64,7 @@ ArtilleryShell:
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Range: 11c0
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MinRange: 3c0
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Report: tnkfire2.aud
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TargetActorCenter: true
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Projectile: Bullet
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Speed: 204
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Blockable: false
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@@ -142,6 +142,7 @@ MammothMissiles:
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BurstDelay: 4
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Report: rocket1.aud
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ValidTargets: Ground
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TargetActorCenter: true
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Projectile: Bullet
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Inaccuracy: 853
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LaunchAngle: 62
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@@ -106,6 +106,7 @@ TurretGun:
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Inherits: ^Artillery
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MinRange: 3c0
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Report: tank5.aud
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TargetActorCenter: true
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Projectile: Bullet
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ContrailLength: 30
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@@ -116,6 +117,7 @@ TurretGun:
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Range: 16c0
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Burst: 2
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Report: turret1.aud
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TargetActorCenter: true
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Projectile: Bullet
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Inaccuracy: 2c938
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ContrailLength: 30
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@@ -295,6 +295,7 @@ TorpTube:
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SubMissile:
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Inherits: ^SubMissileDefault
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Range: 16c0
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TargetActorCenter: true
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-Projectile:
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Projectile: Bullet
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Speed: 162
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@@ -98,6 +98,7 @@ RPGTower:
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Inherits: ^ArtilleryWeapon
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ReloadDelay: 110
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Range: 18c0
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TargetActorCenter: true
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Projectile: Bullet
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Speed: 384
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LaunchAngle: 165
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@@ -117,6 +118,7 @@ Jugg90mm:
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BurstDelay: 3
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-Report:
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StartBurstReport: jugger1.aud
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TargetActorCenter: true
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Projectile: Bullet
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Speed: 384
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LaunchAngle: 165
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@@ -200,8 +200,8 @@ TurretLaserFire:
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Damage: 30
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LaserFence:
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TargetActorCenter: true
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Projectile: InstantHit
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TargetCenterPosition: true
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Warhead@1Dam: TargetDamage
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DebugOverlayColor: FF0000
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Damage: 99999
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@@ -3,8 +3,8 @@
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Range: 2c849
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Report: healer1.aud
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ValidTargets: Infantry
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TargetActorCenter: true
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Projectile: InstantHit
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TargetCenterPosition: true
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Warhead@1Dam: TargetDamage
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DebugOverlayColor: 00FF00
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Damage: -50
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@@ -28,6 +28,7 @@ Bomb:
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Burst: 5
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BurstDelay: 6
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Range: 2c512
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TargetActorCenter: true
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Projectile: GravityBomb
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Velocity: 72, 0, -90
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Acceleration: 0, 0, -8
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