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Fix targeting bones and collision boxes of various units #5470

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merged 7 commits into from
Sep 24, 2023

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@Garanas Garanas commented Sep 24, 2023

Closes #4067

Found renewed motivation after watching a Brick consistently being able to evade the laser of a Spiderbot in a cast

Long story short, this pull request evaluates almost all targeting bones and almost all collision boxes of almost all land units and almost all structures. Naval units were already processed in batches through #5447

This won't only have a positive impact on beam weapons. It also has a positive impact on the hit-ratio of gunships.

To summarize some of the problems that were encountered:

  • (1) Collision box does not align with the mesh, as an example: Cybran and Aeon naval factories
  • (2) Collision box is too thin (specificallyvertically), as an example: some of the tech 1 land units
  • (3) Target bones that do not exist on the unit in question, as an example: various extractors
  • (4) Target bones that are too close to the boundary of the collision box, as an example: Cybran Brick
  • (5) Target bones that are underground, as an example: Cybran air factories

The general rule of thumb is that small units do not use target bones. The procedure to decipher where to aim when a unit has no target bones is in #4067 . Large units and structures use multiple target bones to make it more visually pleasing to see units firing at them.

Another general rule of thumb is that the vertical height of a unit should be at least 0.5. If it is less, a projectile from a gunship may be confused and collide with the terrain directly below the unit instead of the unit itself

@Garanas Garanas added this to the Development iteration III milestone Sep 24, 2023
@Garanas Garanas merged commit cf90fd0 into develop Sep 24, 2023
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@Garanas Garanas deleted the fix/targeting-bones branch September 24, 2023 17:30
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