Remove AttackBase.IgnoresVisibility.
This was a workaround for D2K sandworms, which is now implemented using a custom attack activity.
This commit is contained in:
committed by
Oliver Brakmann
parent
8eeb6d68e7
commit
2ac7e451b4
@@ -74,6 +74,8 @@ namespace OpenRA.Mods.Common.Activities
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return NextActivity;
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return NextActivity;
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}
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}
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protected virtual bool IgnoresVisibility { get { return false; } }
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protected virtual AttackStatus TickAttack(Actor self, AttackBase attack)
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protected virtual AttackStatus TickAttack(Actor self, AttackBase attack)
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{
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{
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if (IsCanceled)
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if (IsCanceled)
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@@ -90,7 +92,7 @@ namespace OpenRA.Mods.Common.Activities
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// HACK: This would otherwise break targeting frozen actors
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// HACK: This would otherwise break targeting frozen actors
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// The problem is that Shroud.IsTargetable returns false (as it should) for
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// The problem is that Shroud.IsTargetable returns false (as it should) for
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// frozen actors, but we do want to explicitly target the underlying actor here.
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// frozen actors, but we do want to explicitly target the underlying actor here.
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if (!attack.Info.IgnoresVisibility && type == TargetType.Actor
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if (!IgnoresVisibility && type == TargetType.Actor
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&& !Target.Actor.Info.HasTraitInfo<FrozenUnderFogInfo>()
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&& !Target.Actor.Info.HasTraitInfo<FrozenUnderFogInfo>()
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&& !Target.Actor.CanBeViewedByPlayer(self.Owner))
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&& !Target.Actor.CanBeViewedByPlayer(self.Owner))
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return AttackStatus.UnableToAttack;
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return AttackStatus.UnableToAttack;
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@@ -592,6 +592,7 @@
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<Compile Include="Traits\World\WeatherOverlay.cs" />
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<Compile Include="Traits\World\WeatherOverlay.cs" />
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<Compile Include="Traits\World\ActorSpawnManager.cs" />
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<Compile Include="Traits\World\ActorSpawnManager.cs" />
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<Compile Include="Traits\ActorSpawner.cs" />
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<Compile Include="Traits\ActorSpawner.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemoveAttackIgnoresVisibility.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemovedDemolishLocking.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemovedDemolishLocking.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemoveNegativeDamageFullHealthCheck.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemoveNegativeDamageFullHealthCheck.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemoveResourceExplodeModifier.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemoveResourceExplodeModifier.cs" />
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@@ -31,9 +31,6 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Does the attack type require the attacker to enter the target's cell?")]
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[Desc("Does the attack type require the attacker to enter the target's cell?")]
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public readonly bool AttackRequiresEnteringCell = false;
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public readonly bool AttackRequiresEnteringCell = false;
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[Desc("Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.")]
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public readonly bool IgnoresVisibility = false;
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[VoiceReference] public readonly string Voice = "Action";
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[VoiceReference] public readonly string Voice = "Action";
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public override abstract object Create(ActorInitializer init);
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public override abstract object Create(ActorInitializer init);
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@@ -0,0 +1,66 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class RemoveAttackIgnoresVisibility : UpdateRule
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{
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public override string Name { get { return "IgnoresVisibility has been removed from Attack* traits."; } }
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public override string Description
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{
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get
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{
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return "The IgnoresVisibility flag has been removed from the Attack* traits as part of a\n" +
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"wider rework of the fog-targeting behaviour. Mods that rely on this logic must\n" +
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"implement their own Attack* trait, similar to the AttackSwallow trait.";
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}
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}
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static readonly string[] Traits =
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{
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"AttackFrontal",
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"AttackFollow",
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"AttackTurreted",
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"AttackOmni",
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"AttackBomber",
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"AttackPopupTurreted",
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"AttackTesla",
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"AttackSwallow"
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};
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readonly List<string> locations = new List<string>();
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public override IEnumerable<string> AfterUpdate(ModData modData)
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{
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if (locations.Any())
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yield return "The IgnoresVisibility flag has been removed from the targeting logic on the following actors:\n" +
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UpdateUtils.FormatMessageList(locations) + "\n\n" +
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"You may wish to enable TargetFrozenActors, or implement a custom Attack* trait like AttackSwallow\n" +
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"if you require visibility to be completely ignored.";
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locations.Clear();
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}
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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foreach (var trait in Traits)
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foreach (var t in actorNode.ChildrenMatching(trait))
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if (t.RemoveNodes("IgnoresVisibility") > 0)
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locations.Add("{0} ({1})".F(actorNode.Key, actorNode.Location.Filename));
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yield break;
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}
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}
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}
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@@ -110,6 +110,7 @@ namespace OpenRA.Mods.Common.UpdateRules
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new RemoveResourceExplodeModifier(),
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new RemoveResourceExplodeModifier(),
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new DefineLevelUpImageDefault(),
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new DefineLevelUpImageDefault(),
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new RemovedAutoCarryallCircleTurnSpeed(),
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new RemovedAutoCarryallCircleTurnSpeed(),
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new RemoveAttackIgnoresVisibility(),
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})
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})
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};
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};
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@@ -11,6 +11,8 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.D2k.Activities;
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using OpenRA.Mods.D2k.Activities;
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using OpenRA.Traits;
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using OpenRA.Traits;
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@@ -67,5 +69,19 @@ namespace OpenRA.Mods.D2k.Traits
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self.CancelActivity();
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self.CancelActivity();
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self.QueueActivity(new SwallowActor(self, target, a, facing));
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self.QueueActivity(new SwallowActor(self, target, a, facing));
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}
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}
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
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{
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return new SwallowTarget(self, newTarget, allowMove, forceAttack, Info.FacingTolerance);
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}
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public class SwallowTarget : Attack
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{
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public SwallowTarget(Actor self, Target target, bool allowMovement, bool forceAttack, int facingTolerance)
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: base(self, target, allowMovement, forceAttack, facingTolerance) { }
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// Worms ignore visibility, so don't need to recalculate targets
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protected override bool IgnoresVisibility { get { return true; } }
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}
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}
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}
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}
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}
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@@ -104,7 +104,6 @@ sandworm:
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UseLocation: true
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UseLocation: true
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AttackSwallow:
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AttackSwallow:
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AttackRequiresEnteringCell: true
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AttackRequiresEnteringCell: true
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IgnoresVisibility: true
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AttackingCondition: attacking
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AttackingCondition: attacking
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Armament:
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Armament:
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Weapon: WormJaw
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Weapon: WormJaw
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