If the weapon has TargetActorCenter, the projectile is Blockable and the target dies the same tick the projectile is fired but before the 'blocked' check is performed, the target.CenterPosition lookup would crash since the target has become invalid. Work around this by ignoring TargetActorCenter and using args.PassiveTarget position instead if the target is already dead.
91 lines
3.0 KiB
C#
91 lines
3.0 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
|
|
* This file is part of OpenRA, which is free software. It is made
|
|
* available to you under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation, either version 3 of
|
|
* the License, or (at your option) any later version. For more
|
|
* information, see COPYING.
|
|
*/
|
|
#endregion
|
|
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using OpenRA.GameRules;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Mods.Common.Traits;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Projectiles
|
|
{
|
|
[Desc("Simple, invisible, usually direct-on-target projectile.")]
|
|
public class InstantHitInfo : IProjectileInfo
|
|
{
|
|
[Desc("Maximum offset at the maximum range.")]
|
|
public readonly WDist Inaccuracy = WDist.Zero;
|
|
|
|
[Desc("Projectile can be blocked.")]
|
|
public readonly bool Blockable = false;
|
|
|
|
[Desc("The width of the projectile.")]
|
|
public readonly WDist Width = new WDist(1);
|
|
|
|
[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
|
|
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
|
|
public WDist BlockerScanRadius = new WDist(-1);
|
|
|
|
public IProjectile Create(ProjectileArgs args) { return new InstantHit(this, args); }
|
|
}
|
|
|
|
public class InstantHit : IProjectile
|
|
{
|
|
readonly ProjectileArgs args;
|
|
readonly InstantHitInfo info;
|
|
|
|
Target target;
|
|
|
|
public InstantHit(InstantHitInfo info, ProjectileArgs args)
|
|
{
|
|
this.args = args;
|
|
this.info = info;
|
|
|
|
if (args.Weapon.TargetActorCenter)
|
|
target = args.GuidedTarget;
|
|
else if (info.Inaccuracy.Length > 0)
|
|
{
|
|
var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
|
|
var maxOffset = inaccuracy * (args.PassiveTarget - args.Source).Length / args.Weapon.Range.Length;
|
|
target = Target.FromPos(args.PassiveTarget + WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024);
|
|
}
|
|
else
|
|
target = Target.FromPos(args.PassiveTarget);
|
|
}
|
|
|
|
public void Tick(World world)
|
|
{
|
|
// Check for blocking actors
|
|
WPos blockedPos;
|
|
if (info.Blockable)
|
|
{
|
|
// If GuidedTarget has become invalid due to getting killed the same tick,
|
|
// we need to set target to args.PassiveTarget to prevent target.CenterPosition below from crashing.
|
|
// The warheads have target validity checks themselves so they don't need this, but AnyBlockingActorsBetween does.
|
|
if (target.Type == TargetType.Invalid)
|
|
target = Target.FromPos(args.PassiveTarget);
|
|
|
|
if (BlocksProjectiles.AnyBlockingActorsBetween(world, args.Source, target.CenterPosition,
|
|
info.Width, out blockedPos))
|
|
target = Target.FromPos(blockedPos);
|
|
}
|
|
|
|
args.Weapon.Impact(target, args.SourceActor, args.DamageModifiers);
|
|
world.AddFrameEndTask(w => w.Remove(this));
|
|
}
|
|
|
|
public IEnumerable<IRenderable> Render(WorldRenderer wr)
|
|
{
|
|
return Enumerable.Empty<IRenderable>();
|
|
}
|
|
}
|
|
}
|