Andre Mohren
edeb980f5b
Implemented a percentual chance to play the ImpactSound to CreateEffectWarhead
2017-10-07 10:15:22 +02:00
rob-v
d4e9e0e069
Add Visualization chat commands
2017-07-23 15:08:24 +02:00
reaperrr
1b0ae1e512
Mention hard-coded 'Air' TargetType in CEWH.AirThreshod desc
2017-07-13 20:58:47 +02:00
reaperrr
cf5abc68ad
Refactor CreateEffectWarhead ImpactTypes
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Use target validity to simplify ImpactTypes.
2017-07-13 20:58:47 +02:00
reaperrr
2650973d51
Add ForceDisplayAtGroundLevel to CreateEffectWarhead
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Allows to force the effect to always play at ground level, regardless of explosion altitude.
2017-06-27 23:19:32 +02:00
reaperrr
1d2361cdd3
Change default and auto-calc of victim scans to -1
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For all projectiles and warheads.
Not really a must for everything else, but for CreateEffectWarhead, the
ImpactTypes refactor (separate PR) makes it a bit harder to make the
warhead valid in every situation, so setting the victim scan to zero is the easiest way to disable scanning for actors completely.
2017-06-25 22:40:12 +02:00
reaperrr
dc5818d035
Warhead style fixes
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Implement interfaces explicitly
2017-06-25 22:40:12 +02:00
reaperrr
43b55ae333
Move Shape from Health to new HitShape trait
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Renamed Shape to Type
2017-06-04 00:07:08 +02:00
reaperrr
d04c6275da
Make warheads use the the most sensible victim scan radius
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By default, but allow custom overrides.
2017-05-13 11:15:38 -07:00
atlimit8
4767b91037
Remove LoadUsing where FieldLoader.GetValue works for the dictionaries
2017-04-19 09:51:06 -05:00
Paul Chote
da5a725458
Add support for per-source and total external condition caps.
2017-02-18 19:10:22 +00:00
reaperrr
a8f7b0e2de
Add TargetDamageWarhead
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Only deals damage to the actor that was targeted by the carrying
projectile.
Currently only supported by InstantHit projectile.
2017-01-30 21:22:06 +01:00
Paul Chote
255214e77c
Fix timed external conditions being rejected instead of reset.
2017-01-26 22:52:26 +00:00
reaperrr
7e3e950b5d
Fix air explosions leaving smudges
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LeaveSmudgeWarhead now only spawns smudges if the explosion happened at or below a certein altitude.
2017-01-01 17:14:31 +01:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
Paul Chote
f360c10569
Rename ConditionManager variables.
2016-12-23 15:02:52 +00:00
Paul Chote
dcad5c3f7c
Rename UpgradeManager to ConditionManager.
2016-12-23 14:57:56 +00:00
Paul Chote
9ddfdc45b3
Introduce SoundType enum.
2016-12-23 11:34:23 +00:00
Paul Chote
764401be10
Port GrantUpgradeWarhead to GrantExternalConditionWarhead.
2016-12-06 17:21:13 +00:00
reaperrr
7235835280
Move ImpactType to Common.Warhead
2016-10-20 20:31:38 +02:00
Paul Chote
365bd5b9bd
Rename ResourceType trait fields for consistency.
2016-09-25 17:04:18 +01:00
Zimmermann Gyula
cf8fff2b99
Remove passing the warheads from DamageWarhead to AttackInfo.
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Added a Damage class to pass damage value and damage(types) instead.
This removes a great amount of overhead and longterm opens possibilities to have damagetypes without warheads.
2016-07-12 10:09:49 +02:00
reaperrr
4b1e243df3
Make smudges not spawn or grow when cell contains invalid target
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This can be used to prevent smudges to spawn below buildings, vehicles etc.
2016-07-07 20:51:21 +02:00
reaperrr
51b88bfbaf
Remove Explosion effect and use SpriteEffect instead
2016-05-23 23:30:49 +02:00
Oliver Brakmann
b4664d1ec5
Merge pull request #11192 from reaperrr/fix-effectwh
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Fix direct hit check in CreateEffectWarhead
2016-05-18 21:52:30 +02:00
reaperrr
3aa811bd2e
Rename 'unit' to 'victim' in CEWH's GetDirectHit check
2016-04-26 19:47:21 +02:00
reaperrr
fe7fe9b49b
Fix CreateEffectWarhead's HitShape distance check
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Originally, this was comparing distance beween pos and unit.CenterPosition with HitShape's OuterRadius. However, the OuterRadius can exceed the shape for Capsule and Rectangular shapes, so I tried to adress that a few months ago by using the DistanceFromEdge check instead. The approach was bogus, though. DistanceFromEdge just calculates the distance of a position to the edge, so by comparing it with the distance between pos and victim.CenterPosition in combination with using LengthSquared, it was entirely possible the explosion would be within the HitShape, but closer to the edge than the victim.CenterPosition and the check would return false.
Now we just check if DistanceFromEdge is 0 or negative, which means the impact is inside the HitShape.
2016-04-26 19:47:20 +02:00
reaperrr
3a8a8110be
Extend CreateEffectWarhead's GetDirectHit to scan a WDist radius for hits
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Instead of only the impact cell.
2016-04-26 19:47:18 +02:00
Matthias Mailänder
133a0f54a3
Check for invalid targets to avoid crashing.
2016-04-18 08:46:04 +02:00
reaperrr
a83f44d907
Unhardcode Explosion "Image"
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Add ExplosionCollection property to CreateEffectWarhead
2016-03-20 13:48:53 +01:00
Paul Chote
e71225496b
Clarify GPL version.
2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9
Update licence header year.
2016-02-21 16:27:31 +00:00
Pavel Penev
489ee9fc54
Add support for multiple impact sounds to CreateEffectWarhead
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Have the engine pick one impact sound at random from the provided list.
2016-01-31 16:22:47 +02:00
Pavel Penev
7e3ec91d30
Add support for multiple explosions to CreateEffectWarhead
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Have the engine pick one explosion at random from the provided list.
2016-01-31 16:22:09 +02:00
RoosterDragon
8e89a6a696
Simplify names, remove unused usings, remove redundant casts.
2016-01-17 21:35:36 +00:00
reaperrr
d93a3a61ee
Use DistanceFromEdge instead of OuterRadius for CreateEffectWarhead's hit check
2016-01-01 15:52:13 +01:00
reaperrr
c02206601c
Use airMargin in CreateEffectWarhead's water check
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Closes #10350 .
2016-01-01 15:43:34 +01:00
Huw Pascoe
a8299221db
Integrated HitShapes
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Integrated hit shapes with field loader and warhead calculations.
2015-12-28 23:25:35 +00:00
RoosterDragon
dcf375a412
Store Targetables in Actor.
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This can be used to avoid several lookups for these traits, as well as allow Actor to provide specialised methods to deal with target types efficiently. This also reduces some code duplication.
2015-12-12 20:55:17 +00:00
Taryn Hill
9b9d3c8af5
Add DebugOverlayColor to Warhead
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This allows us to render WarheadDebugOverlay circles in a
color-per-warhead fashion.
2015-12-09 20:48:10 -06:00
atlimit8
cdb2da33be
CreateEffectWarhead target types support
2015-11-08 12:54:17 -06:00
atlimit8
def564e97c
reorganize CreateEffectWarhead.GetImpactType(World world, CPos cell, WPos pos)
2015-11-08 12:54:14 -06:00
Zimmermann Gyula
0f14339763
Fix (HealthPercentage)DamageWarheads ignoring stances/TargetTypes.
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Moves the IsValidAgainst check from SpreadDamage level to Damage level
and adds a duplication to HealthPercentageDamageWarhead.
2015-11-01 21:06:54 +01:00
reaperrr
731875c270
Reduce default warhead TargetExtraSearchRadius
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There aren't any actors in any shipping mod where a health radius larger
than 1c512 would be feasible, so no need to make the default larger than necessary.
2015-10-26 16:24:16 +01:00
reaperrr
fa29b16967
Skip DoImpact if actor has no Health trait
2015-10-25 13:23:21 +01:00
reaperrr
92c05912e1
Remove negligible stages from default warhead Falloff
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- reduces situations where infantry goes prone even though the impact was rather far away and damage absolutely negligible
- saves a little bit of performance by reducing the total area of effect, resulting in lower average number of calls to Health.InflictDamage at a given Spread value
2015-10-25 11:55:47 +01:00
atlimit8
6992decad0
InvalidOperationException => YamlException in SpreadDamageWarhead
2015-10-23 02:37:39 -05:00
atlimit8
1e890a921f
Merge pull request #9709 from reaperrr/unitsat-actorsat
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Rename ActorMap *UnitsAt* occurences to *ActorsAt*
2015-10-21 09:56:41 -05:00
reaperrr
2f69711341
Rename ActorMap *UnitsAt* occurences to *ActorsAt*
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These enumerate actors in general, not just mobile actors (which the term 'unit' usually refers to).
2015-10-16 00:07:06 +02:00
Huw Pascoe
c95fc793e4
Moved Health trait to OpenRA.Mods.Common
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In preparation for custom hitboxes.
2015-10-12 01:56:00 +01:00