Make AutoTarget able to handle multiple Attack* traits

This commit is contained in:
reaperrr
2016-05-14 02:19:58 +02:00
parent 1b6f67e9ee
commit 2a19f66a0e

View File

@@ -52,7 +52,7 @@ namespace OpenRA.Mods.Common.Traits
public class AutoTarget : UpgradableTrait<AutoTargetInfo>, INotifyIdle, INotifyDamage, ITick, IResolveOrder, ISync
{
readonly AttackBase attack;
readonly AttackBase[] attackBases;
readonly AttackFollow attackFollow;
[Sync] int nextScanTime = 0;
@@ -67,7 +67,7 @@ namespace OpenRA.Mods.Common.Traits
: base(info)
{
var self = init.Self;
attack = self.Trait<AttackBase>();
attackBases = self.TraitsImplementing<AttackBase>().ToArray();
if (init.Contains<StanceInit>())
Stance = init.Get<StanceInit, UnitStance>();
@@ -105,7 +105,7 @@ namespace OpenRA.Mods.Common.Traits
}
// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
if (!attack.HasAnyValidWeapons(Target.FromActor(attacker)))
if (attackBases.All(a => a.IsTraitDisabled || !a.HasAnyValidWeapons(Target.FromActor(attacker))))
return;
// don't retaliate against own units force-firing on us. It's usually not what the player wanted.
@@ -146,16 +146,22 @@ namespace OpenRA.Mods.Common.Traits
public Actor ScanForTarget(Actor self, bool allowMove)
{
if (nextScanTime <= 0)
var activeAttackBases = attackBases.Where(Exts.IsTraitEnabled);
if (activeAttackBases.Any() && nextScanTime <= 0)
{
nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval);
// If we can't attack right now, there's no need to try and find a target.
var attackStances = attack.UnforcedAttackTargetStances();
if (attackStances != OpenRA.Traits.Stance.None)
foreach (var ab in activeAttackBases)
{
var range = Info.ScanRadius > 0 ? WDist.FromCells(Info.ScanRadius) : attack.GetMaximumRange();
return ChooseTarget(self, attackStances, range, allowMove);
// If we can't attack right now, there's no need to try and find a target.
var attackStances = ab.UnforcedAttackTargetStances();
if (attackStances != OpenRA.Traits.Stance.None)
{
var range = Info.ScanRadius > 0 ? WDist.FromCells(Info.ScanRadius) : ab.GetMaximumRange();
return ChooseTarget(self, ab, attackStances, range, allowMove);
}
continue;
}
}
@@ -174,10 +180,13 @@ namespace OpenRA.Mods.Common.Traits
TargetedActor = targetActor;
var target = Target.FromActor(targetActor);
self.SetTargetLine(target, Color.Red, false);
attack.AttackTarget(target, false, allowMove);
var activeAttackBases = attackBases.Where(Exts.IsTraitEnabled);
foreach (var ab in activeAttackBases)
ab.AttackTarget(target, false, allowMove);
}
Actor ChooseTarget(Actor self, Stance attackStances, WDist range, bool allowMove)
Actor ChooseTarget(Actor self, AttackBase ab, Stance attackStances, WDist range, bool allowMove)
{
var actorsByArmament = new Dictionary<Armament, List<Actor>>();
var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, range);
@@ -197,7 +206,7 @@ namespace OpenRA.Mods.Common.Traits
// it will be thanks to the first armament anyways, since that is the first selection
// criterion
var target = Target.FromActor(actor);
var armaments = attack.ChooseArmamentsForTarget(target, false);
var armaments = ab.ChooseArmamentsForTarget(target, false);
if (!allowMove)
armaments = armaments.Where(arm =>
target.IsInRange(self.CenterPosition, arm.MaxRange()) &&
@@ -219,7 +228,7 @@ namespace OpenRA.Mods.Common.Traits
// And then according to distance from actor
// This enables preferential treatment of certain armaments
// (e.g. tesla trooper's tesla zap should have precedence over tesla charge)
foreach (var arm in attack.Armaments)
foreach (var arm in ab.Armaments)
{
List<Actor> actors;
if (actorsByArmament.TryGetValue(arm, out actors))