![]() It doesn't matter whether the target is within S distance because the queue only has size 1 and so the target takes full damage. The original target will always be in the Full queue because valkyrie missile has huge L. Then for each unit here, it does either 50%, 25%, or no damage depending on distance. Otherwise, a RANDOM unit from this queue is chosen to take full damage. Now, if the original bullet's target is in this queue and is within S distance, the queue is truncated to JUST the target, and full damage is dealt to it. Let's say L = outer splash radius, M = medium splash radius, S = inner splash radius.ฤก) unit can't have same player as bullet's player (if it does, it must be the missile's target) There is indeed a separate algorithm for "is_air_splash" and it makes two queues, one to deal full damage and one to deal splash. ![]() Sonko pointed me to the bwapi source code and I took a look.
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