Made turret ranges more related to turret shot speed and duration, rather than to some magic numbers. No change in current behaviour.
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@ -447,8 +447,13 @@ static ShipEntity *doOctreesCollide(ShipEntity *prime, ShipEntity *other);
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}
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}
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if (isWeaponNone(weapon_type) && hasTurrets)
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{ // safety for ships only equipped with turrets
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weaponRange = 10000.0;
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{ /* safety for ships only equipped with turrets
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note: this was hard-coded to 10000.0, although turrets have a notably
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shorter range. We are using a multiplier of 1.667 in order to not change
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something that already works, but probably it would be best to use
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TURRET_SHOT_RANGE * COMBAT_WEAPON_RANGE_FACTOR here
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*/
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weaponRange = TURRET_SHOT_RANGE * 1.667;
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}
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else
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{
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@ -11537,8 +11542,13 @@ Vector positionOffsetForShipInRotationToAlignment(ShipEntity* ship, Quaternion q
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}
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}
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if (isWeaponNone(weapon_type) && hasTurrets)
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{ // no forward weapon but has turrets, so set up range calculations accordingly
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weaponRange = 10000.0;
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{ /* no forward weapon but has turrets, so set up range calculations accordingly
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note: this was hard-coded to 10000.0, although turrets have a notably
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shorter range. We are using a multiplier of 1.667 in order to not change
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something that already works, but probably it would be best to use
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TURRET_SHOT_RANGE * COMBAT_WEAPON_RANGE_FACTOR here
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*/
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weaponRange = TURRET_SHOT_RANGE * 1.667;
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}
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else
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{
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@ -1582,10 +1582,10 @@ static NSString * const kVisualEffectDataCacheKey = @"visual effect data";
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fireRate = 0.25f;
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}
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weaponRange = [declaration oo_floatForKey:@"weapon_range" defaultValue:-1.0f];
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if (weaponRange > 7500.0f)
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if (weaponRange > TURRET_SHOT_RANGE * COMBAT_WEAPON_RANGE_FACTOR)
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{
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OOLogWARN(@"shipData.load.warning.turret.badWeaponRange", @"ball turret weapon range of %g for subenitity of ship %@ is too high, using 7500.", weaponRange, shipKey);
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weaponRange = 7500.0f; // range of primary plasma canon.
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OOLogWARN(@"shipData.load.warning.turret.badWeaponRange", @"ball turret weapon range of %g for subenitity of ship %@ is too high, using %.1f.", weaponRange, shipKey, TURRET_SHOT_RANGE * COMBAT_WEAPON_RANGE_FACTOR);
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weaponRange = TURRET_SHOT_RANGE * COMBAT_WEAPON_RANGE_FACTOR; // approx. range of primary plasma canon.
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}
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weaponEnergy = [declaration oo_floatForKey:@"weapon_energy" defaultValue:-1.0f];
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