Add helper for resolving orders against frozen actors.
This commit is contained in:
@@ -9,6 +9,7 @@
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
@@ -44,6 +45,44 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
return stance == Stance.Enemy;
|
||||
}
|
||||
|
||||
public static Target ResolveFrozenActorOrder(this Actor self, Order order, Color targetLine)
|
||||
{
|
||||
// Not targeting a frozen actor
|
||||
if (order.ExtraData == 0)
|
||||
return Target.FromOrder(order);
|
||||
|
||||
// Targeted an actor under the fog
|
||||
var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
|
||||
if (frozenLayer == null)
|
||||
return Target.Invalid;
|
||||
|
||||
var frozen = frozenLayer.FromID(order.ExtraData);
|
||||
if (frozen == null)
|
||||
return Target.Invalid;
|
||||
|
||||
// Flashes the frozen proxy
|
||||
self.SetTargetLine(frozen, targetLine, true);
|
||||
|
||||
// Target is still alive - resolve the real order
|
||||
if (frozen.Actor != null && frozen.Actor.IsInWorld)
|
||||
return Target.FromActor(frozen.Actor);
|
||||
|
||||
if (!order.Queued)
|
||||
self.CancelActivity();
|
||||
|
||||
var move = self.TraitOrDefault<IMove>();
|
||||
if (move != null)
|
||||
{
|
||||
// Move within sight range of the frozen actor
|
||||
var sight = self.TraitOrDefault<RevealsShroud>();
|
||||
var range = sight != null ? sight.Range : 2;
|
||||
|
||||
self.QueueActivity(move.MoveWithinRange(Target.FromPos(frozen.CenterPosition), WRange.FromCells(range)));
|
||||
}
|
||||
|
||||
return Target.Invalid;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user