Merge branch 'master' into minelayer
This commit is contained in:
@@ -5,15 +5,24 @@ using System.Text;
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namespace OpenRa.Game.Traits
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{
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class AutoTarget : ITick
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class AutoTarget : ITick, INotifyDamage
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{
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public AutoTarget(Actor self) {}
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public void Tick(Actor self)
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void AttackTarget(Actor self, Actor target)
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{
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var attack = self.traits.WithInterface<AttackBase>().First();
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if (target != null)
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attack.ResolveOrder(self, new Order("Attack", self, target, int2.Zero, null));
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}
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public void Tick(Actor self)
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{
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if (!self.IsIdle) return;
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var attack = self.traits.WithInterface<AttackBase>().First();
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var range = Rules.WeaponInfo[self.Info.Primary].Range;
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if (attack.target == null ||
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(attack.target.Location - self.Location).LengthSquared > range * range + 2)
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attack.target = ChooseTarget(self, range);
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@@ -23,9 +32,29 @@ namespace OpenRa.Game.Traits
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{
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var inRange = Game.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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return inRange.Where(a => a.Owner != null && a.Owner != self.Owner) /* todo: one day deal with friendly players */
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return inRange
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.Where(a => a.Owner != null && a.Owner != self.Owner) /* todo: one day deal with friendly players */
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.Where(a => Combat.HasAnyValidWeapons(self, a))
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.OrderBy(a => (a.Location - self.Location).LengthSquared)
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.FirstOrDefault();
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
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if (!Combat.HasAnyValidWeapons(self, e.Attacker))
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return;
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if (e.Attacker.Owner == self.Owner)
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return; // don't retaliate against own units force-firing on us. it's usually not what the player wanted.
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if (e.Damage < 0)
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return; // don't retaliate against healers
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var attack = self.traits.WithInterface<AttackBase>().First();
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if (attack.target != null) return;
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AttackTarget(self, e.Attacker);
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}
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}
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}
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@@ -50,7 +50,10 @@ namespace OpenRa.Game.Traits
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var prefix = IsProne(self) ? "prone-shoot-" : "shoot-";
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anim.PlayThen(prefix + dir, () => inAttack = false);
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if (anim.HasSequence(prefix + dir))
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anim.PlayThen(prefix + dir, () => inAttack = false);
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else if (anim.HasSequence("heal"))
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anim.PlayThen("heal", () => inAttack = false);
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}
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public override void Tick(Actor self)
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