penev discovered that the RulesetLoaded functions of projectiles were never being called, meaning that their blocking calculations were not properly accounting for actors with large hitboxes. The best fix for this is to change FindActorsOnLine to always account for the largest actor's hit radius, rather than forcing callers to pass the largest radius. Per the comment in Util.cs, as a result, move this computation to ActorMap. I decided to simplify by not making a separate calculation for actors that block projectiles only; this may cause a small performance degradation as the search space is a bit larger. Similarly to this, I've removed the ability to specify a search radius manually. Because this is only a search radius, setting a value smaller than the largest eligible actor makes no sense; that would lead to completely inconsistent blocking. Setting a larger value, on the other hand, would make no difference. CreateEffectWarhead was the only place in core code any of these search radii were set, and that's because 0 was a mysterious magic value that made the warhead incapable of hitting actors. I replaced it with a boolean flag that more clearly indicates the actual behaviour. Fixes #14151.
69 lines
2.1 KiB
C#
69 lines
2.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 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.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor blocks bullets and missiles with 'Blockable' property.")]
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public class BlocksProjectilesInfo : ConditionalTraitInfo, IBlocksProjectilesInfo
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{
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public readonly WDist Height = WDist.FromCells(1);
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public override object Create(ActorInitializer init) { return new BlocksProjectiles(init.Self, this); }
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}
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public class BlocksProjectiles : ConditionalTrait<BlocksProjectilesInfo>, IBlocksProjectiles
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{
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public BlocksProjectiles(Actor self, BlocksProjectilesInfo info)
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: base(info) { }
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WDist IBlocksProjectiles.BlockingHeight { get { return Info.Height; } }
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public static bool AnyBlockingActorAt(World world, WPos pos)
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{
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var dat = world.Map.DistanceAboveTerrain(pos);
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return world.ActorMap.GetActorsAt(world.Map.CellContaining(pos))
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.Any(a => a.TraitsImplementing<IBlocksProjectiles>()
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.Where(t => t.BlockingHeight > dat)
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.Any(Exts.IsTraitEnabled));
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}
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public static bool AnyBlockingActorsBetween(World world, WPos start, WPos end, WDist width, out WPos hit)
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{
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var actors = world.FindActorsOnLine(start, end, width);
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var length = (end - start).Length;
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foreach (var a in actors)
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{
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var blockers = a.TraitsImplementing<IBlocksProjectiles>()
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.Where(Exts.IsTraitEnabled).ToList();
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if (!blockers.Any())
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continue;
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var hitPos = WorldExtensions.MinimumPointLineProjection(start, end, a.CenterPosition);
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var dat = world.Map.DistanceAboveTerrain(hitPos);
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if ((hitPos - start).Length < length && blockers.Any(t => t.BlockingHeight > dat))
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{
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hit = hitPos;
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return true;
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}
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}
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hit = WPos.Zero;
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return false;
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}
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}
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}
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