Merge pull request #10243 from pchote/fix-neutrino-bullets

Fix collision detection for Missiles and Bullets.
This commit is contained in:
reaperrr
2015-12-31 00:14:16 +01:00
11 changed files with 72 additions and 23 deletions

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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Effects
public readonly bool Blockable = false;
[Desc("Extra search radius beyond beam width. Required to ensure affecting actors with large health radius.")]
public readonly WDist TargetExtraSearchRadius = new WDist(2048);
public readonly WDist TargetExtraSearchRadius = new WDist(1536);
[Desc("Should the beam be visuall rendered? False = Beam is invisible.")]
public readonly bool RenderBeam = true;

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@@ -50,6 +50,12 @@ namespace OpenRA.Mods.Common.Effects
[Desc("Is this blocked by actors with BlocksProjectiles trait.")]
public readonly bool Blockable = true;
[Desc("Width of projectile (used for finding blocking actors).")]
public readonly WDist Width = new WDist(1);
[Desc("Extra search radius beyond path for blocking actors.")]
public readonly WDist TargetExtraSearchRadius = new WDist(1536);
[Desc("Arc in WAngles, two values indicate variable arc.")]
public readonly WAngle[] Angle = { WAngle.Zero };
@@ -156,8 +162,19 @@ namespace OpenRA.Mods.Common.Effects
if (anim != null)
anim.Tick();
var lastPos = pos;
pos = WPos.LerpQuadratic(args.Source, target, angle, ticks, length);
// Check for walls or other blocking obstacles
var shouldExplode = false;
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
info.TargetExtraSearchRadius, out blockedPos))
{
pos = blockedPos;
shouldExplode = true;
}
if (!string.IsNullOrEmpty(info.Trail) && --smokeTicks < 0)
{
var delayedPos = WPos.LerpQuadratic(args.Source, target, angle, ticks - info.TrailDelay, length);
@@ -168,8 +185,8 @@ namespace OpenRA.Mods.Common.Effects
if (info.ContrailLength > 0)
contrail.Update(pos);
var shouldExplode = ticks++ >= length // Flight length reached/exceeded
|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)); // Hit a wall or other blocking obstacle
// Flight length reached / exceeded
shouldExplode |= ticks++ >= length;
if (shouldExplode)
Explode(world);

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@@ -58,6 +58,12 @@ namespace OpenRA.Mods.Common.Effects
[Desc("Is the missile blocked by actors with BlocksProjectiles: trait.")]
public readonly bool Blockable = true;
[Desc("Width of projectile (used for finding blocking actors).")]
public readonly WDist Width = new WDist(1);
[Desc("Extra search radius beyond path for blocking actors.")]
public readonly WDist TargetExtraSearchRadius = new WDist(1536);
[Desc("Maximum offset at the maximum range")]
public readonly WDist Inaccuracy = WDist.Zero;
@@ -773,8 +779,19 @@ namespace OpenRA.Mods.Common.Effects
renderFacing = WAngle.ArcTan(move.Z - move.Y, move.X).Angle / 4 - 64;
// Move the missile
var lastPos = pos;
pos += move;
// Check for walls or other blocking obstacles
var shouldExplode = false;
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
info.TargetExtraSearchRadius, out blockedPos))
{
pos = blockedPos;
shouldExplode = true;
}
// Create the smoke trail effect
if (!string.IsNullOrEmpty(info.TrailImage) && --ticksToNextSmoke < 0 && (state != States.Freefall || info.TrailWhenDeactivated))
{
@@ -786,14 +803,10 @@ namespace OpenRA.Mods.Common.Effects
contrail.Update(pos);
var cell = world.Map.CellContaining(pos);
// NOTE: High speeds might cause the missile to miss the target or fly through obstacles
// In that case, big moves should probably be decomposed into multiple smaller ones with hit checks
var height = world.Map.DistanceAboveTerrain(pos);
var shouldExplode = (height.Length < 0) // Hit the ground
|| (relTarDist < info.CloseEnough.Length) // Within range
shouldExplode |= height.Length < 0 // Hit the ground
|| relTarDist < info.CloseEnough.Length // Within range
|| (info.ExplodeWhenEmpty && info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)) // Hit a wall or other blocking obstacle
|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType) // Hit incompatible terrain
|| (height.Length < info.AirburstAltitude.Length && relTarHorDist < info.CloseEnough.Length); // Airburst

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@@ -10,6 +10,8 @@
using System;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Warheads;
using OpenRA.Traits;
@@ -48,6 +50,21 @@ namespace OpenRA.Mods.Common.Lint
emitError("Actor type `{0}` has a health radius exceeding the victim scan radius of a warhead on `{1}`!"
.F(actorInfo.Key, weaponInfo.Key));
}
var bullet = weaponInfo.Value.Projectile as BulletInfo;
var missile = weaponInfo.Value.Projectile as MissileInfo;
var areabeam = weaponInfo.Value.Projectile as AreaBeamInfo;
if (bullet == null && missile == null && areabeam == null)
continue;
var targetExtraSearchRadius = bullet != null ? bullet.TargetExtraSearchRadius :
missile != null ? missile.TargetExtraSearchRadius :
areabeam != null ? areabeam.TargetExtraSearchRadius : WDist.Zero;
if (healthTraits.Where(x => x.Shape.OuterRadius.Length > targetExtraSearchRadius.Length).Any())
emitError("Actor type `{0}` has a health radius exceeding the victim scan radius of the projectile on `{1}`!"
.F(actorInfo.Key, weaponInfo.Key));
}
}
}

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@@ -276,8 +276,6 @@ ARCO.Husk:
BARB:
Inherits: ^Wall
Health:
HP: 100
Armor:
Type: Light
Tooltip:
@@ -292,8 +290,6 @@ BARB:
WOOD:
Inherits: ^Wall
Health:
HP: 100
Armor:
Type: Wood
Tooltip:

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@@ -579,6 +579,11 @@
Guardable:
FrozenUnderFog:
ScriptTriggers:
Health:
HP: 100
Shape: Rectangle
TopLeft: -512, -512
BottomRight: 512, 512
^Tree:
Inherits@1: ^SpriteActor

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@@ -855,8 +855,6 @@ SBAG:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.GDI
Health:
HP: 100
Armor:
Type: Light
LineBuild:
@@ -880,8 +878,6 @@ CYCL:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.Nod
Health:
HP: 100
Armor:
Type: Light
LineBuild:

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@@ -613,6 +613,9 @@ wall:
TerrainTypes: Rock, Concrete
Health:
HP: 2000
Shape: Rectangle
TopLeft: -512, -512
BottomRight: 512, 512
Armor:
Type: none
RevealsShroud:

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@@ -501,6 +501,11 @@
Guardable:
FrozenUnderFog:
GpsRemoveFrozenActor:
Health:
HP: 100
Shape: Rectangle
TopLeft: -512, -512
BottomRight: 512, 512
^TechBuilding:
Inherits: ^BasicBuilding

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@@ -1664,8 +1664,6 @@ CYCL:
Inherits: ^Wall
Tooltip:
Name: Chain-Link Barrier
Health:
HP: 100
Armor:
Type: Wood
LineBuild:
@@ -1679,8 +1677,6 @@ BARB:
Inherits: ^Wall
Tooltip:
Name: Barbed-Wire Fence
Health:
HP: 100
Armor:
Type: Wood
LineBuild:
@@ -1694,8 +1690,6 @@ WOOD:
Inherits: ^Wall
Tooltip:
Name: Wooden Fence
Health:
HP: 100
Armor:
Type: Wood
LineBuild:

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@@ -216,6 +216,9 @@
InitialDelay: 0
CloakDelay: 90
IsPlayerPalette: true
Health:
Shape: Circle
Radius: 363
^BuildingPlug:
AlwaysVisible: