Files
OpenRA/mods/cnc/weapons/superweapons.yaml
Alexis Hunt 08ad7d7f4e Refactor handling of hit radii in projectiles.
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.
2018-02-21 23:26:41 +01:00

113 lines
2.7 KiB
YAML

Atomic:
ValidTargets: Ground, Air, Trees
Report: nukemisl.aud
Warhead@1Dam_impact: SpreadDamage
Spread: 1c0
Damage: 15000
Falloff: 1000, 368, 135, 50, 18, 7, 0
ValidTargets: Ground, Air, Trees
AffectsParent: True
Versus:
None: 100
Wood: 100
Light: 60
Heavy: 50
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@2Eff_impact: CreateEffect
Explosions: nuke_explosion
ImpactSounds: nukexplo.aud
ImpactActors: false
Warhead@3Dam_areanukea: SpreadDamage
Spread: 2c512
Damage: 11000
Falloff: 1000, 700, 500, 300, 150, 50, 0
Delay: 3
ValidTargets: Ground, Air
AffectsParent: True
Versus:
None: 100
Wood: 100
Light: 60
Heavy: 50
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@4Res_areanukea: DestroyResource
Size: 3
Delay: 3
Warhead@5Smu_areanukea: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall
Size: 3
Delay: 3
Warhead@6Eff_areanukea: CreateEffect
ImpactSounds: xplobig4.aud
Delay: 3
ImpactActors: false
Warhead@7Dam_areanukeb: SpreadDamage
Spread: 3c768
Damage: 5000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 6
ValidTargets: Ground, Air, Trees
AffectsParent: True
Versus:
None: 100
Wood: 100
Light: 60
Heavy: 50
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@8Res_areanukeb: DestroyResource
Size: 4
Delay: 6
Warhead@9Smu_areanukeb: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall
Size: 4
Delay: 6
Warhead@10Dam_areanukec: SpreadDamage
Spread: 5c0
Damage: 2000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 9
ValidTargets: Ground, Air, Trees
AffectsParent: True
Versus:
None: 100
Wood: 100
Light: 60
Heavy: 50
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@11Res_areanukec: DestroyResource
Size: 5
Delay: 9
Warhead@12Smu_areanukec: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall
Size: 5
Delay: 9
IonCannon:
ValidTargets: Ground, Air, Trees
Warhead@1Dam_impact: SpreadDamage
Range: 0, 1c1, 2c1, 2c512
Damage: 10000
Falloff: 1000, 1000, 250, 100
ValidTargets: Ground, Air, Trees
AffectsParent: True
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@2Smu_impact: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees, Creep
Warhead@3Smu_area: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees, Creep
Size: 1
Delay: 3
Warhead@4Res_area2: DestroyResource
Size: 2
Delay: 6
Warhead@5Smu_area2: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees, Creep
Size: 2,1
Delay: 6