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[Minor] Attach effect when weapon fire #1482
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I would say we should still keep AE for warhead only, especially when we can use ExtraWarheads and such to provide different effects for different technos in one shot. Adding a connection between weapon and AE would make the system overcomplicated, while not gaining much |
The biggest advantage of weapon AE over warhead AE is that it is completed in an instant. It can produce different effects with the order of unit update, and the warhead AE will not take effect until all bullets are updated and detonated. Sometimes, it is too late. |
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It is potentially niche but the code is not as complex as it could be since there's very little bespoke code (parsing is handled by AEAttachInfoTypeClass
which can directly be passed to the attach/detach functions). Whether or not there's a performance overhead that outweighs potential benefits is hard to quantify, though.
There's one small thing that should be changed at the very least.
Why make this when you could design something like an InstantWarhead detonation that skips all these checks too and gives us more flexibility to what the instantly applied effects actually are? Not just AE, and you skip having to redo all nuAE tags on WeaponTypes. |
Your idea touched me. If killing some units in the process of traversing all units will not cause problems in the iterator due to DTOR or quantity reduction (maybe, not sure), it is worth trying. |
After evaluation, |
I didn't quite get why is |
As discussed with Starkku before, if the weapon needs to use AE to target (such as |
AttachEffect
will directly act on the target at the instant after firing.More general expansion for #1472 .