Allows to pass the horizontal facing/yaw and vertical angle/pitch of the carrier projectile to warheads for further use. Add ImpactPosition to WarheadArgs InflictDamage doesn't pass the impact pos directly, and the very point of WarheadArgs is to avoid adding more and more arguments to the warhead methods.
100 lines
3.5 KiB
C#
100 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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
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{
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[Desc("The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.")]
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public readonly WDist Inaccuracy = WDist.Zero;
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[Desc("Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range.")]
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public readonly InaccuracyType InaccuracyType = InaccuracyType.Maximum;
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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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}
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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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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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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 maxInaccuracyOffset = Util.GetProjectileInaccuracy(info.Inaccuracy.Length, info.InaccuracyType, args);
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var inaccuracyOffset = WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxInaccuracyOffset / 1024;
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target = Target.FromPos(args.PassiveTarget + inaccuracyOffset);
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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)
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{
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// If GuidedTarget has become invalid due to getting killed the same tick,
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// we need to set target to args.PassiveTarget to prevent target.CenterPosition below from crashing.
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// The warheads have target validity checks themselves so they don't need this, but AnyBlockingActorsBetween does.
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if (target.Type == TargetType.Invalid)
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target = Target.FromPos(args.PassiveTarget);
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if (BlocksProjectiles.AnyBlockingActorsBetween(world, args.Source, target.CenterPosition,
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info.Width, out blockedPos))
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target = Target.FromPos(blockedPos);
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}
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var warheadArgs = new WarheadArgs(args)
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{
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ImpactOrientation = new WRot(WAngle.Zero, Util.GetVerticalAngle(args.Source, target.CenterPosition), args.Facing),
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ImpactPosition = target.CenterPosition,
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};
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args.Weapon.Impact(target, warheadArgs);
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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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