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.
92 lines
2.9 KiB
C#
92 lines
2.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Projectiles
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{
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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("Maximum offset at the maximum range.")]
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public readonly WDist Inaccuracy = WDist.Zero;
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[Desc("Projectile can be blocked.")]
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public readonly bool Blockable = false;
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[Desc("The width of the projectile.")]
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public readonly WDist Width = new WDist(1);
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[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
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"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
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public WDist BlockerScanRadius = new WDist(-1);
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public IProjectile Create(ProjectileArgs args) { return new InstantHit(this, args); }
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void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
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{
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if (BlockerScanRadius < WDist.Zero)
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BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
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}
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}
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public class InstantHit : IProjectile
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{
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readonly ProjectileArgs args;
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readonly InstantHitInfo info;
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Target target;
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WPos source;
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public InstantHit(InstantHitInfo info, ProjectileArgs args)
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{
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this.args = args;
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this.info = info;
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source = args.Source;
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if (args.Weapon.TargetActorCenter)
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target = args.GuidedTarget;
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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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target = Target.FromPos(args.PassiveTarget + WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024);
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}
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else
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target = Target.FromPos(args.PassiveTarget);
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}
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public void Tick(World world)
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{
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// Check for blocking actors
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WPos blockedPos;
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target.CenterPosition,
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info.Width, info.BlockerScanRadius, out blockedPos))
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{
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target = Target.FromPos(blockedPos);
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}
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args.Weapon.Impact(target, args.SourceActor, args.DamageModifiers);
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world.AddFrameEndTask(w => w.Remove(this));
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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return Enumerable.Empty<IRenderable>();
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}
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}
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}
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