Take ship radius in consideration when displaying missile range in range column
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@@ -368,11 +368,16 @@ class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
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higherTime = math.ceil(flightTime)
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lowerRange = calculateRange(maxVelocity, mass, agility, lowerTime)
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higherRange = calculateRange(maxVelocity, mass, agility, higherTime)
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# Fof range limit is supposedly calculated based on overview (surface-to-surface) range
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if 'fofMissileLaunching' in self.charge.effects:
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rangeLimit = self.getModifiedChargeAttr("maxFOFTargetRange")
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if rangeLimit:
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lowerRange = min(lowerRange, rangeLimit)
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higherRange = min(higherRange, rangeLimit)
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# Make range center-to-surface, as missiles spawn in the center of the ship
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shipRadius = self.owner.ship.getModifiedItemAttr("radius")
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lowerRange = max(0, lowerRange - shipRadius)
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higherRange = max(0, higherRange - shipRadius)
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higherChance = flightTime - lowerTime
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return lowerRange, higherRange, higherChance
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@@ -155,10 +155,11 @@ def getLauncherMult(mod, src, distance, tgtSpeed, tgtSigRadius):
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missileMaxRangeData = mod.missileMaxRangeData
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if missileMaxRangeData is None:
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return 0
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# The ranges already consider ship radius
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lowerRange, higherRange, higherChance = missileMaxRangeData
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if distance is None or distance + src.getRadius() <= lowerRange:
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if distance is None or distance <= lowerRange:
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distanceFactor = 1
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elif lowerRange < distance + src.getRadius() <= higherRange:
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elif lowerRange < distance <= higherRange:
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distanceFactor = higherChance
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else:
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distanceFactor = 0
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