Fix cloaked units.

This commit is contained in:
Paul Chote
2010-11-27 01:34:55 +13:00
parent 9655b34e5f
commit 434ea26950
15 changed files with 99 additions and 63 deletions

View File

@@ -19,16 +19,36 @@ namespace OpenRA.Mods.RA
public class TargetableUnitInfo : ITraitInfo
{
public readonly string[] TargetTypes = { };
public virtual object Create( ActorInitializer init ) { return new TargetableUnit<TargetableUnitInfo>( this ); }
public virtual object Create( ActorInitializer init ) { return new TargetableUnit<TargetableUnitInfo>( init.self, this ); }
}
public class TargetableUnit<Info> : ITargetable
where Info : TargetableUnitInfo
{
protected readonly Info info;
public TargetableUnit( Info info )
protected Cloak Cloak;
public TargetableUnit( Actor self, Info info )
{
this.info = info;
RecievedCloak(self);
}
// Arbitrary units can recieve cloak via a crate during gameplay
public void RecievedCloak(Actor self)
{
Cloak = self.TraitOrDefault<Cloak>();
}
public virtual bool TargetableBy(Actor self, Actor byActor)
{
if (Cloak == null)
return true;
if (!Cloak.Cloaked || self.Owner == byActor.Owner || self.Owner.Stances[byActor.Owner] == Stance.Ally)
return true;
return self.World.Queries.WithTrait<DetectCloaked>().Any(a => (self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get<DetectCloakedInfo>().Range);
}
public virtual string[] TargetTypes { get { return info.TargetTypes; } }