Add plumbing for issuing orders against frozen actors.
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@@ -20,7 +20,7 @@ namespace OpenRA.Mods.RA.Orders
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readonly string cursor;
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readonly bool targetEnemyUnits, targetAllyUnits;
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public UnitOrderTargeter( string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits )
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public UnitOrderTargeter(string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits)
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{
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this.OrderID = order;
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this.OrderPriority = priority;
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@@ -34,23 +34,32 @@ namespace OpenRA.Mods.RA.Orders
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public bool? ForceAttack = null;
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public abstract bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor);
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public abstract bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor);
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public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
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{
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if (target.Type != TargetType.Actor)
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var type = target.Type;
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if (type != TargetType.Actor && type != TargetType.FrozenActor)
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return false;
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cursor = this.cursor;
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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if (ForceAttack != null && modifiers.HasModifier(TargetModifiers.ForceAttack) != ForceAttack) return false;
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if (ForceAttack != null && modifiers.HasModifier(TargetModifiers.ForceAttack) != ForceAttack)
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return false;
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var playerRelationship = self.Owner.Stances[target.Actor.Owner];
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var owner = type == TargetType.FrozenActor ? target.FrozenActor.Owner : target.Actor.Owner;
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var playerRelationship = self.Owner.Stances[owner];
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if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && playerRelationship == Stance.Ally && !targetAllyUnits) return false;
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if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && playerRelationship == Stance.Enemy && !targetEnemyUnits) return false;
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if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && playerRelationship == Stance.Ally && !targetAllyUnits)
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return false;
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return CanTargetActor(self, target.Actor, modifiers, ref cursor);
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if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && playerRelationship == Stance.Enemy && !targetEnemyUnits)
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return false;
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return type == TargetType.FrozenActor ?
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CanTargetFrozenActor(self, target.FrozenActor, modifiers, ref cursor) :
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CanTargetActor(self, target.Actor, modifiers, ref cursor);
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}
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public virtual bool IsQueued { get; protected set; }
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@@ -68,12 +77,12 @@ namespace OpenRA.Mods.RA.Orders
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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if (!target.TraitsImplementing<ITargetable>().Any(t => t.TargetTypes.Contains(targetType)))
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return false;
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return target.TraitsImplementing<ITargetable>().Any(t => t.TargetTypes.Contains(targetType));
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}
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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return true;
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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return target.Info.Traits.WithInterface<ITargetableInfo>().Any(t => t.GetTargetTypes().Contains(targetType));
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}
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}
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}
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