Make TargetBots explode when they run into something

master
krzys-h 2017-05-23 22:02:00 +02:00
parent 149d1f8156
commit d8b0bd4df8
1 changed files with 7 additions and 5 deletions

View File

@ -2688,18 +2688,19 @@ bool CPhysics::ExploOther(ObjectType iType,
{ {
JostleObject(pObj, 1.0f); // shakes the object JostleObject(pObj, 1.0f); // shakes the object
if (pObj->Implements(ObjectInterfaceType::Fragile)) if (pObj->Implements(ObjectInterfaceType::Damageable))
{ {
// TODO: CFragileObject::GetDestructionForce (I can't do this now because you can't inherit both in COldObject ~krzys_h) // TODO: CFragileObject::GetDestructionForce (I can't do this now because you can't inherit both in COldObject ~krzys_h)
DamageType damageType = DamageType::Collision; DamageType damageType = DamageType::Collision;
float destructionForce = 50.0f; // Titanium, PowerCell, NuclearCell, default float destructionForce = pObj->Implements(ObjectInterfaceType::Fragile) ? 50.0f : -1.0f; // Titanium, PowerCell, NuclearCell, default
if (pObj->GetType() == OBJECT_STONE ) { destructionForce = 25.0f; } // TitaniumOre if (pObj->GetType() == OBJECT_STONE ) { destructionForce = 25.0f; } // TitaniumOre
if (pObj->GetType() == OBJECT_URANIUM ) { destructionForce = 25.0f; } // UraniumOre if (pObj->GetType() == OBJECT_URANIUM ) { destructionForce = 25.0f; } // UraniumOre
if (pObj->GetType() == OBJECT_MOBILEtg) { destructionForce = 10.0f; damageType = DamageType::Explosive; } // TargetBot if (pObj->GetType() == OBJECT_MOBILEtg) { destructionForce = 10.0f; damageType = DamageType::Explosive; } // TargetBot (something running into it)
if (iType == OBJECT_MOBILEtg) { destructionForce = 10.0f; damageType = DamageType::Explosive; } // TargetBot (it running into something)
if (pObj->GetType() == OBJECT_TNT ) { destructionForce = 10.0f; damageType = DamageType::Explosive; } // TNT if (pObj->GetType() == OBJECT_TNT ) { destructionForce = 10.0f; damageType = DamageType::Explosive; } // TNT
if (pObj->GetType() == OBJECT_BOMB ) { destructionForce = 0.0f; damageType = DamageType::Explosive; } // Mine if (pObj->GetType() == OBJECT_BOMB ) { destructionForce = 0.0f; damageType = DamageType::Explosive; } // Mine
if ( force > destructionForce ) if ( force > destructionForce && destructionForce >= 0.0f )
{ {
// TODO: implement "killer"? // TODO: implement "killer"?
dynamic_cast<CDamageableObject*>(pObj)->DamageObject(damageType); dynamic_cast<CDamageableObject*>(pObj)->DamageObject(damageType);
@ -2778,7 +2779,8 @@ int CPhysics::ExploHimself(ObjectType iType, ObjectType oType, float force)
// TODO: CExplosiveObject? derrives from CFragileObject // TODO: CExplosiveObject? derrives from CFragileObject
float destructionForce = -1.0f; // minimal force required to destroy an object using this explosive, default: not explosive float destructionForce = -1.0f; // minimal force required to destroy an object using this explosive, default: not explosive
if ( oType == OBJECT_TNT ) destructionForce = 10.0f; // TNT if ( oType == OBJECT_TNT ) destructionForce = 10.0f; // TNT
if ( oType == OBJECT_MOBILEtg ) destructionForce = 10.0f; // TargetBot if ( oType == OBJECT_MOBILEtg ) destructionForce = 10.0f; // TargetBot (something running into it)
if ( iType == OBJECT_MOBILEtg ) destructionForce = 10.0f; // TargetBot (it running into something)
if ( oType == OBJECT_BOMB ) destructionForce = 0.0f; // Mine if ( oType == OBJECT_BOMB ) destructionForce = 0.0f; // Mine
if ( force > destructionForce && destructionForce >= 0.0f ) if ( force > destructionForce && destructionForce >= 0.0f )