implement selectable rules of engagement for AutoTarget

This commit is contained in:
Chris Forbes
2011-10-10 18:42:18 +13:00
parent ea3ad0e378
commit 20c4db914c

View File

@@ -22,13 +22,15 @@ namespace OpenRA.Mods.RA
public object Create(ActorInitializer init) { return new AutoTarget(init.self, this); }
}
public enum UnitStance { HoldFire, ReturnFire, AttackAnything };
public class AutoTarget : INotifyIdle, INotifyDamage, ITick
{
readonly AutoTargetInfo Info;
readonly AttackBase attack;
[Sync]
int nextScanTime = 0;
[Sync] int nextScanTime = 0;
[Sync] public UnitStance stance = UnitStance.AttackAnything;
public AutoTarget(Actor self, AutoTargetInfo info)
{
@@ -41,6 +43,8 @@ namespace OpenRA.Mods.RA
if (!self.IsIdle) return;
if (e.Attacker.Destroyed) return;
if (stance < UnitStance.ReturnFire) return;
// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
var attack = self.Trait<AttackBase>();
if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return;
@@ -55,6 +59,8 @@ namespace OpenRA.Mods.RA
public void TickIdle(Actor self)
{
if (stance < UnitStance.AttackAnything) return;
var target = ScanForTarget(self, null);
if (target != null)
{