Merge branch 'master' into minelayer

This commit is contained in:
Chris Forbes
2009-12-28 11:21:15 +13:00
5 changed files with 84 additions and 54 deletions

View File

@@ -5,15 +5,24 @@ using System.Text;
namespace OpenRa.Game.Traits
{
class AutoTarget : ITick
class AutoTarget : ITick, INotifyDamage
{
public AutoTarget(Actor self) {}
public void Tick(Actor self)
void AttackTarget(Actor self, Actor target)
{
var attack = self.traits.WithInterface<AttackBase>().First();
if (target != null)
attack.ResolveOrder(self, new Order("Attack", self, target, int2.Zero, null));
}
public void Tick(Actor self)
{
if (!self.IsIdle) return;
var attack = self.traits.WithInterface<AttackBase>().First();
var range = Rules.WeaponInfo[self.Info.Primary].Range;
if (attack.target == null ||
(attack.target.Location - self.Location).LengthSquared > range * range + 2)
attack.target = ChooseTarget(self, range);
@@ -23,9 +32,29 @@ namespace OpenRa.Game.Traits
{
var inRange = Game.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return inRange.Where(a => a.Owner != null && a.Owner != self.Owner) /* todo: one day deal with friendly players */
return inRange
.Where(a => a.Owner != null && a.Owner != self.Owner) /* todo: one day deal with friendly players */
.Where(a => Combat.HasAnyValidWeapons(self, a))
.OrderBy(a => (a.Location - self.Location).LengthSquared)
.FirstOrDefault();
}
public void Damaged(Actor self, AttackInfo e)
{
// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
if (!Combat.HasAnyValidWeapons(self, e.Attacker))
return;
if (e.Attacker.Owner == self.Owner)
return; // don't retaliate against own units force-firing on us. it's usually not what the player wanted.
if (e.Damage < 0)
return; // don't retaliate against healers
var attack = self.traits.WithInterface<AttackBase>().First();
if (attack.target != null) return;
AttackTarget(self, e.Attacker);
}
}
}

View File

@@ -50,7 +50,10 @@ namespace OpenRa.Game.Traits
var prefix = IsProne(self) ? "prone-shoot-" : "shoot-";
anim.PlayThen(prefix + dir, () => inAttack = false);
if (anim.HasSequence(prefix + dir))
anim.PlayThen(prefix + dir, () => inAttack = false);
else if (anim.HasSequence("heal"))
anim.PlayThen("heal", () => inAttack = false);
}
public override void Tick(Actor self)