Merge pull request #8768 from matija-hustic/attackbase_refactor

Some work on Attack*
This commit is contained in:
Oliver Brakmann
2015-10-08 21:56:22 +02:00
26 changed files with 253 additions and 216 deletions

View File

@@ -8,6 +8,7 @@
*/
#endregion
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
@@ -21,15 +22,17 @@ namespace OpenRA.Mods.Common.Activities
readonly AttackBase attack;
readonly IMove move;
readonly IFacing facing;
readonly Armament armament;
readonly WDist minRange;
readonly IPositionable positionable;
readonly bool forceAttack;
public Attack(Actor self, Target target, Armament armament, bool allowMovement)
WDist minRange;
WDist maxRange;
public Attack(Actor self, Target target, bool allowMovement, bool forceAttack)
{
Target = target;
this.minRange = armament.Weapon.MinRange;
this.armament = armament;
this.forceAttack = forceAttack;
attack = self.Trait<AttackBase>();
facing = self.Trait<IFacing>();
@@ -64,8 +67,16 @@ namespace OpenRA.Mods.Common.Activities
if (!attack.Info.IgnoresVisibility && type == TargetType.Actor && !Target.Actor.Info.HasTraitInfo<FrozenUnderFogInfo>() && !self.Owner.CanTargetActor(Target.Actor))
return NextActivity;
// Drop the target once none of the weapons are effective against it
var armaments = attack.ChooseArmamentsForTarget(Target, forceAttack);
if (!armaments.Any())
return NextActivity;
// Update ranges
minRange = armaments.Max(a => a.Weapon.MinRange);
maxRange = armaments.Min(a => a.MaxRange());
// Try to move within range
var maxRange = armament.MaxRange();
if (move != null && (!Target.IsInRange(self.CenterPosition, maxRange) || Target.IsInRange(self.CenterPosition, minRange)))
return Util.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
@@ -73,7 +84,7 @@ namespace OpenRA.Mods.Common.Activities
if (facing.Facing != desiredFacing)
return Util.SequenceActivities(new Turn(self, desiredFacing), this);
attack.DoAttack(self, Target);
attack.DoAttack(self, Target, armaments);
return this;
}

View File

@@ -1,33 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Heal : Attack
{
public Heal(Actor self, Target target, Armament armament, bool allowMovement)
: base(self, target, armament, allowMovement) { }
protected override Activity InnerTick(Actor self, AttackBase attack)
{
if (!Target.IsValidFor(self) || !self.Owner.IsAlliedWith(Target.Actor.Owner))
return NextActivity;
if (Target.Type == TargetType.Actor && Target.Actor.GetDamageState() == DamageState.Undamaged)
return NextActivity;
return base.InnerTick(self, attack);
}
}
}

View File

@@ -33,7 +33,7 @@ namespace OpenRA.Mods.Common.Activities
{
if (autoTarget != null && --scanTicks <= 0)
{
autoTarget.ScanAndAttack(self);
autoTarget.ScanAndAttack(self, true);
scanTicks = ScanInterval;
}

View File

@@ -117,7 +117,6 @@
<Compile Include="Activities\FindResources.cs" />
<Compile Include="Activities\HarvestResource.cs" />
<Compile Include="Activities\HarvesterDockSequence.cs" />
<Compile Include="Activities\Heal.cs" />
<Compile Include="Activities\Hunt.cs" />
<Compile Include="Activities\Move\AttackMoveActivity.cs" />
<Compile Include="Activities\Move\Drag.cs" />
@@ -268,11 +267,9 @@
<Compile Include="Traits\Attack\AttackFollow.cs" />
<Compile Include="Traits\Attack\AttackFrontal.cs" />
<Compile Include="Traits\Attack\AttackGarrisoned.cs" />
<Compile Include="Traits\Attack\AttackMedic.cs" />
<Compile Include="Traits\Attack\AttackOmni.cs" />
<Compile Include="Traits\Attack\AttackTurreted.cs" />
<Compile Include="Traits\Attack\AttackWander.cs" />
<Compile Include="Traits\AutoHeal.cs" />
<Compile Include="Traits\AutoTarget.cs" />
<Compile Include="Traits\BlocksProjectiles.cs" />
<Compile Include="Traits\Buildable.cs" />

View File

@@ -99,7 +99,7 @@ namespace OpenRA.Mods.Common.Traits
OnRemovedFromWorld(self);
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
{
throw new NotImplementedException("AttackBomber requires a scripted target");
}

View File

@@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Traits
public AttackHeli(Actor self, AttackHeliInfo info)
: base(self, info) { }
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
{
return new HeliAttack(self, newTarget);
}

View File

@@ -32,7 +32,7 @@ namespace OpenRA.Mods.Common.Traits
AttackPlaneInfo = info;
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
{
return new FlyAttack(self, newTarget);
}

View File

@@ -65,6 +65,17 @@ namespace OpenRA.Mods.Common.Traits
public WeaponInfo WeaponInfo { get; private set; }
public WDist ModifiedRange { get; private set; }
public readonly Stance TargetStances = Stance.Enemy;
public readonly Stance ForceTargetStances = Stance.Enemy | Stance.Neutral | Stance.Ally;
// TODO: instead of having multiple Armaments and unique AttackBase,
// an actor should be able to have multiple AttackBases with
// a single corresponding Armament each
public readonly string Cursor = "attack";
// TODO: same as above
public readonly string OutsideRangeCursor = "attackoutsiderange";
public override object Create(ActorInitializer init) { return new Armament(init.Self, this); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai)

View File

@@ -23,8 +23,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Armament names")]
public readonly string[] Armaments = { "primary", "secondary" };
public readonly string Cursor = "attack";
public readonly string OutsideRangeCursor = "attackoutsiderange";
public readonly string Cursor = null;
public readonly string OutsideRangeCursor = null;
[Desc("Does the attack type require the attacker to enter the target's cell?")]
public readonly bool AttackRequiresEnteringCell = false;
@@ -39,6 +40,9 @@ namespace OpenRA.Mods.Common.Traits
public abstract class AttackBase : UpgradableTrait<AttackBaseInfo>, IIssueOrder, IResolveOrder, IOrderVoice, ISync
{
readonly string attackOrderName = "Attack";
readonly string forceAttackOrderName = "ForceAttack";
[Sync] public bool IsAttacking { get; internal set; }
public IEnumerable<Armament> Armaments { get { return getArmaments(); } }
@@ -88,12 +92,12 @@ namespace OpenRA.Mods.Common.Traits
return true;
}
public virtual void DoAttack(Actor self, Target target)
public virtual void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
{
if (!CanAttack(self, target))
if (armaments == null && !CanAttack(self, target))
return;
foreach (var a in Armaments)
foreach (var a in armaments ?? Armaments)
a.CheckFire(self, facing.Value, target);
}
@@ -109,7 +113,7 @@ namespace OpenRA.Mods.Common.Traits
yield break;
var negativeDamage = (armament.Weapon.Warheads.FirstOrDefault(w => (w is DamageWarhead)) as DamageWarhead).Damage < 0;
yield return new AttackOrderTargeter(this, "Attack", 6, negativeDamage);
yield return new AttackOrderTargeter(this, 6, negativeDamage);
}
}
@@ -120,11 +124,11 @@ namespace OpenRA.Mods.Common.Traits
switch (target.Type)
{
case TargetType.Actor:
return new Order("Attack", self, queued) { TargetActor = target.Actor };
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
case TargetType.FrozenActor:
return new Order("Attack", self, queued) { ExtraData = target.FrozenActor.ID };
return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
case TargetType.Terrain:
return new Order("Attack", self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
return new Order(order.OrderID, self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
}
}
@@ -133,23 +137,46 @@ namespace OpenRA.Mods.Common.Traits
public virtual void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Attack")
var forceAttack = order.OrderString == forceAttackOrderName;
if (forceAttack || order.OrderString == attackOrderName)
{
var target = self.ResolveFrozenActorOrder(order, Color.Red);
if (!target.IsValidFor(self))
return;
self.SetTargetLine(target, Color.Red);
AttackTarget(target, order.Queued, true);
AttackTarget(target, order.Queued, true, forceAttack);
}
}
static Target TargetFromOrder(Actor self, Order order)
{
// Not targeting a frozen actor
if (order.ExtraData == 0)
return Target.FromOrder(self.World, 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;
// Target is still alive - resolve the real order
if (frozen.Actor != null && frozen.Actor.IsInWorld)
return Target.FromActor(frozen.Actor);
return Target.Invalid;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "Attack" ? Info.Voice : null;
return order.OrderString == attackOrderName || order.OrderString == forceAttackOrderName ? Info.Voice : null;
}
public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack);
public bool HasAnyValidWeapons(Target t)
{
@@ -183,9 +210,30 @@ namespace OpenRA.Mods.Common.Traits
.Append(WDist.Zero).Max();
}
public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.Weapon.IsValidAgainst(t, self.World, self)); }
// Enumerates all armaments, that this actor possesses, that can be used against Target t
public IEnumerable<Armament> ChooseArmamentsForTarget(Target t, bool forceAttack, bool onlyEnabled = true)
{
// If force-fire is not used, and the target requires force-firing or the target is
// terrain or invalid, no armaments can be used
if (!forceAttack && (t.RequiresForceFire || t.Type == TargetType.Terrain || t.Type == TargetType.Invalid))
return Enumerable.Empty<Armament>();
public void AttackTarget(Target target, bool queued, bool allowMove)
// Get target's owner; in case of terrain or invalid target there will be no problems
// with owner == null since forceFire will have to be true in this part of the method
// (short-circuiting in the logical expression below)
var owner = null as Player;
if (t.Type == TargetType.FrozenActor)
owner = t.FrozenActor.Owner;
else if (t.Type == TargetType.Actor)
owner = t.Actor.Owner;
return Armaments.Where(a => (!a.IsTraitDisabled || !onlyEnabled) &&
a.Weapon.IsValidAgainst(t, self.World, self) &&
(owner == null || (forceAttack ? a.Info.ForceTargetStances : a.Info.TargetStances)
.HasStance(self.Owner.Stances[owner])));
}
public void AttackTarget(Target target, bool queued, bool allowMove, bool forceAttack = false)
{
if (self.IsDisabled() || IsTraitDisabled)
return;
@@ -196,7 +244,7 @@ namespace OpenRA.Mods.Common.Traits
if (!queued)
self.CancelActivity();
self.QueueActivity(GetAttackActivity(self, target, allowMove));
self.QueueActivity(GetAttackActivity(self, target, allowMove, forceAttack));
}
public bool IsReachableTarget(Target target, bool allowMove)
@@ -207,15 +255,13 @@ namespace OpenRA.Mods.Common.Traits
class AttackOrderTargeter : IOrderTargeter
{
readonly bool negativeDamage;
readonly AttackBase ab;
public AttackOrderTargeter(AttackBase ab, string order, int priority, bool negativeDamage)
public AttackOrderTargeter(AttackBase ab, int priority, bool negativeDamage)
{
this.ab = ab;
this.OrderID = order;
this.OrderID = ab.attackOrderName;
this.OrderPriority = priority;
this.negativeDamage = negativeDamage;
}
public string OrderID { get; private set; }
@@ -226,30 +272,23 @@ namespace OpenRA.Mods.Common.Traits
{
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
var a = ab.ChooseArmamentForTarget(target);
cursor = a != null && !target.IsInRange(self.CenterPosition, a.MaxRange())
? ab.Info.OutsideRangeCursor
: ab.Info.Cursor;
if (target.Type == TargetType.Actor && target.Actor == self)
return false;
if (!ab.HasAnyValidWeapons(target))
return false;
if (modifiers.HasModifier(TargetModifiers.ForceAttack))
return true;
if (modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
if (target.RequiresForceFire)
var forceAttack = modifiers.HasModifier(TargetModifiers.ForceAttack);
var a = ab.ChooseArmamentsForTarget(target, forceAttack).FirstOrDefault();
if (a == null)
return false;
var targetableRelationship = negativeDamage ? Stance.Ally : Stance.Enemy;
cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
: ab.Info.Cursor ?? a.Info.Cursor;
var owner = target.Type == TargetType.FrozenActor ? target.FrozenActor.Owner : target.Actor.Owner;
return self.Owner.Stances[owner] == targetableRelationship;
if (!forceAttack)
return true;
OrderID = ab.forceAttackOrderName;
return true;
}
bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, TargetModifiers modifiers, ref string cursor)
@@ -259,24 +298,21 @@ namespace OpenRA.Mods.Common.Traits
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
cursor = ab.Info.Cursor;
if (negativeDamage)
// Targeting the terrain is only possible with force-attack modifier
if (modifiers.HasModifier(TargetModifiers.ForceMove) || !modifiers.HasModifier(TargetModifiers.ForceAttack))
return false;
if (!ab.HasAnyValidWeapons(Target.FromCell(self.World, location)))
var target = Target.FromCell(self.World, location);
var a = ab.ChooseArmamentsForTarget(target, true).FirstOrDefault();
if (a == null)
return false;
if (modifiers.HasModifier(TargetModifiers.ForceAttack))
{
var targetRange = (self.World.Map.CenterOfCell(location) - self.CenterPosition).HorizontalLengthSquared;
if (targetRange > ab.GetMaximumRange().LengthSquared)
cursor = ab.Info.OutsideRangeCursor;
cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
: ab.Info.Cursor ?? a.Info.Cursor;
return true;
}
return false;
OrderID = ab.forceAttackOrderName;
return true;
}
public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)

View File

@@ -69,7 +69,7 @@ namespace OpenRA.Mods.Common.Traits
timeToRecharge = info.ReloadTime;
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
{
return new ChargeAttack(this, newTarget);
}

View File

@@ -9,6 +9,7 @@
#endregion
using System;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Traits;
@@ -33,9 +34,9 @@ namespace OpenRA.Mods.Common.Traits
IsAttacking = Target.IsValidFor(self);
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
{
return new AttackActivity(self, newTarget, allowMove);
return new AttackActivity(self, newTarget, allowMove, forceAttack);
}
public override void ResolveOrder(Actor self, Order order)
@@ -56,8 +57,9 @@ namespace OpenRA.Mods.Common.Traits
readonly AttackFollow attack;
readonly IMove move;
readonly Target target;
readonly bool forceAttack;
public AttackActivity(Actor self, Target target, bool allowMove)
public AttackActivity(Actor self, Target target, bool allowMove, bool forceAttack)
{
attack = self.Trait<AttackFollow>();
move = allowMove ? self.TraitOrDefault<IMove>() : null;
@@ -68,6 +70,7 @@ namespace OpenRA.Mods.Common.Traits
move = null;
this.target = target;
this.forceAttack = forceAttack;
}
public override Activity Tick(Actor self)
@@ -78,7 +81,7 @@ namespace OpenRA.Mods.Common.Traits
if (self.IsDisabled())
return this;
var weapon = attack.ChooseArmamentForTarget(target);
var weapon = attack.ChooseArmamentsForTarget(target, forceAttack).FirstOrDefault();
if (weapon != null)
{
var targetIsMobile = (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<IMoveInfo>())

View File

@@ -46,13 +46,9 @@ namespace OpenRA.Mods.Common.Traits
return true;
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
{
var a = ChooseArmamentForTarget(newTarget);
if (a == null)
return null;
return new Activities.Attack(self, newTarget, a, allowMove);
return new Activities.Attack(self, newTarget, allowMove, forceAttack);
}
}
}

View File

@@ -133,7 +133,7 @@ namespace OpenRA.Mods.Common.Traits
return coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
}
public override void DoAttack(Actor self, Target target)
public override void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
{
if (!CanAttack(self, target))
return;

View File

@@ -1,38 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Give the unit a \"heal-weapon\" that attacks friendly targets if they are damaged.",
"It conflicts with any other weapon or Attack*: trait because it will hurt friendlies during the",
"heal process then. It also won't work with buildings (use RepairsUnits: for them)")]
public class AttackMedicInfo : AttackFrontalInfo
{
public override object Create(ActorInitializer init) { return new AttackMedic(init.Self, this); }
}
public class AttackMedic : AttackFrontal
{
public AttackMedic(Actor self, AttackMedicInfo info)
: base(self, info) { }
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
var a = ChooseArmamentForTarget(newTarget);
if (a == null)
return null;
return new Activities.Heal(self, newTarget, a, allowMove);
}
}
}

View File

@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits
public AttackOmni(Actor self, AttackOmniInfo info)
: base(self, info) { }
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
{
return new SetTarget(this, newTarget);
}

View File

@@ -1,37 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Used together with AttackMedic: to make the healer do it's job automatically to nearby units.")]
class AutoHealInfo : TraitInfo<AutoHeal>, Requires<AttackBaseInfo> { }
class AutoHeal : INotifyIdle
{
public void TickIdle(Actor self)
{
var attack = self.Trait<AttackBase>();
var inRange = self.World.FindActorsInCircle(self.CenterPosition, attack.GetMaximumRange());
var target = inRange
.Where(a => a != self && a.AppearsFriendlyTo(self))
.Where(a => a.IsInWorld && !a.IsDead)
.Where(a => a.GetDamageState() > DamageState.Undamaged)
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
.ClosestTo(self);
if (target != null)
self.QueueActivity(attack.GetAttackActivity(self, Target.FromActor(target), false));
}
}
}

View File

@@ -8,6 +8,7 @@
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Traits;
@@ -19,20 +20,24 @@ namespace OpenRA.Mods.Common.Traits
{
[Desc("It will try to hunt down the enemy if it is not set to defend.")]
public readonly bool AllowMovement = true;
[Desc("Set to a value >1 to override weapons maximum range for this.")]
public readonly int ScanRadius = -1;
[Desc("Possible values are HoldFire, ReturnFire, Defend and AttackAnything.")]
public readonly UnitStance InitialStance = UnitStance.AttackAnything;
[Desc("Allow the player to change the unit stance.")]
public readonly bool EnableStances = true;
[Desc("Ticks to wait until next AutoTarget: attempt.")]
public readonly int MinimumScanTimeInterval = 3;
[Desc("Ticks to wait until next AutoTarget: attempt.")]
public readonly int MaximumScanTimeInterval = 8;
public readonly bool TargetWhenIdle = true;
public readonly bool TargetWhenDamaged = true;
public object Create(ActorInitializer init) { return new AutoTarget(init.Self, this); }
@@ -110,7 +115,7 @@ namespace OpenRA.Mods.Common.Traits
var allowMovement = info.AllowMovement && Stance != UnitStance.Defend;
if (at == null || !at.IsReachableTarget(at.Target, allowMovement))
ScanAndAttack(self);
ScanAndAttack(self, allowMovement);
}
public void Tick(Actor self)
@@ -119,21 +124,24 @@ namespace OpenRA.Mods.Common.Traits
--nextScanTime;
}
public Actor ScanForTarget(Actor self, Actor currentTarget)
public Actor ScanForTarget(Actor self, Actor currentTarget, bool allowMove)
{
if (nextScanTime <= 0)
{
var range = info.ScanRadius > 0 ? WDist.FromCells(info.ScanRadius) : attack.GetMaximumRange();
if (self.IsIdle || currentTarget == null || !Target.FromActor(currentTarget).IsInRange(self.CenterPosition, range))
return ChooseTarget(self, range);
{
nextScanTime = self.World.SharedRandom.Next(info.MinimumScanTimeInterval, info.MaximumScanTimeInterval);
return ChooseTarget(self, range, allowMove);
}
}
return currentTarget;
}
public void ScanAndAttack(Actor self)
public void ScanAndAttack(Actor self, bool allowMove)
{
var targetActor = ScanForTarget(self, null);
var targetActor = ScanForTarget(self, null, allowMove);
if (targetActor != null)
Attack(self, targetActor);
}
@@ -146,18 +154,37 @@ namespace OpenRA.Mods.Common.Traits
attack.AttackTarget(target, false, info.AllowMovement && Stance != UnitStance.Defend);
}
Actor ChooseTarget(Actor self, WDist range)
Actor ChooseTarget(Actor self, WDist range, bool allowMove)
{
nextScanTime = self.World.SharedRandom.Next(info.MinimumScanTimeInterval, info.MaximumScanTimeInterval);
var inRange = self.World.FindActorsInCircle(self.CenterPosition, range);
return inRange
.Where(a =>
a.AppearsHostileTo(self) &&
!a.Info.HasTraitInfo<AutoTargetIgnoreInfo>() &&
attack.HasAnyValidWeapons(Target.FromActor(a)) &&
self.Owner.CanTargetActor(a))
.ClosestTo(self);
// Armaments are enumerated in attack.Armaments in construct order
// When autotargeting, first choose targets according to the used armament construct order
// 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)
var actrarms = inRange
// Select only the first compatible armament for each actor: if this actor is selected
// it will be thanks to the first armament anyways, since that is the first selection
// criterion
.Select(a => new KeyValuePair<Armament, Actor>(
attack.ChooseArmamentsForTarget(Target.FromActor(a), false)
.Where(arm => allowMove || arm.MaxRange().Length > (a.CenterPosition - self.CenterPosition).Length)
.FirstOrDefault(), a))
.Where(kv => kv.Key != null && kv.Value.TraitOrDefault<AutoTargetIgnore>() == null)
.GroupBy(kv => kv.Key, kv => kv.Value)
.ToDictionary(kv => kv.Key, kv => kv.ClosestTo(self));
foreach (var arm in attack.Armaments)
{
Actor actor;
if (actrarms.TryGetValue(arm, out actor))
return actor;
}
return null;
}
}

View File

@@ -2198,6 +2198,52 @@ namespace OpenRA.Mods.Common.UtilityCommands
node.Key = "-WithSpriteRotorOverlay";
}
if (engineVersion < 20151005)
{
// Move certain properties from Parachutable to new WithParachute trait
// Add dependency traits to actors implementing Parachutable
// Make otherwise targetable parachuting actors untargetable
var heal = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("AutoHeal"));
if (heal != null)
{
var otherNodes = nodes;
var inherits = new Func<string, bool>(traitName => node.Value.Nodes.Where(n => n.Key.StartsWith("Inherits"))
.Any(inh => otherNodes.First(n => n.Key.StartsWith(inh.Value.Value)).Value.Nodes.Any(n => n.Key.StartsWith(traitName))));
var target = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("-AutoTarget"));
if (target != null)
node.Value.Nodes.Remove(target);
else if (!inherits("AutoTarget"))
node.Value.Nodes.Add(new MiniYamlNode("AutoTarget", ""));
node.Value.Nodes.Remove(heal);
}
var atkmedic = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("AttackMedic"));
if (atkmedic != null)
{
var crsr = atkmedic.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("Cursor"));
var hasorcrsr = atkmedic.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("OutsideRangeCursor"));
foreach (var armmnt in node.Value.Nodes.Where(n => n.Key.StartsWith("Armament")))
{
if (crsr != null)
armmnt.Value.Nodes.Add(new MiniYamlNode("Cursor", crsr.Value));
if (hasorcrsr != null)
armmnt.Value.Nodes.Add(new MiniYamlNode("OutsideRangeCursor", hasorcrsr.Value));
armmnt.Value.Nodes.Add(new MiniYamlNode("TargetStances", "Ally"));
armmnt.Value.Nodes.Add(new MiniYamlNode("ForceTargetStances", "None"));
}
if (crsr != null)
atkmedic.Value.Nodes.Remove(crsr);
if (hasorcrsr != null)
atkmedic.Value.Nodes.Remove(hasorcrsr);
atkmedic.Key = "AttackFrontal";
}
}
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}

View File

@@ -27,6 +27,14 @@ namespace OpenRA.Mods.Common.Warheads
[Desc("Damage percentage versus each armortype.")]
public readonly Dictionary<string, int> Versus;
public override bool IsValidAgainst(Actor victim, Actor firedBy)
{
if (Damage < 0 && victim.GetDamageState() == DamageState.Undamaged)
return false;
return base.IsValidAgainst(victim, firedBy);
}
public static object LoadVersus(MiniYaml yaml)
{
var nd = yaml.ToDictionary();

View File

@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Warheads
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
/// <summary>Checks if the warhead is valid against (can do something to) the actor.</summary>
public bool IsValidAgainst(Actor victim, Actor firedBy)
public virtual bool IsValidAgainst(Actor victim, Actor firedBy)
{
if (!AffectsParent && victim == firedBy)
return false;

View File

@@ -8,6 +8,8 @@
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.D2k.Activities;
using OpenRA.Traits;
@@ -24,6 +26,7 @@ namespace OpenRA.Mods.D2k.Traits
public readonly int AttackTime = 30;
public readonly string WormAttackSound = "Worm.wav";
public readonly string WormAttackNotification = "WormAttack";
public override object Create(ActorInitializer init) { return new AttackSwallow(init.Self, this); }
@@ -39,7 +42,7 @@ namespace OpenRA.Mods.D2k.Traits
Info = info;
}
public override void DoAttack(Actor self, Target target)
public override void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
{
// This is so that the worm does not launch an attack against a target that has reached solid rock
if (target.Type != TargetType.Actor || !CanAttack(self, target))
@@ -48,7 +51,7 @@ namespace OpenRA.Mods.D2k.Traits
return;
}
var a = ChooseArmamentForTarget(target);
var a = ChooseArmamentsForTarget(target, true).FirstOrDefault();
if (a == null)
return;

View File

@@ -8,6 +8,8 @@
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
@@ -19,6 +21,7 @@ namespace OpenRA.Mods.RA.Traits
{
[Desc("Leap speed (in units/tick).")]
public readonly WDist Speed = new WDist(426);
public readonly WAngle Angle = WAngle.FromDegrees(20);
public override object Create(ActorInitializer init) { return new AttackLeap(init.Self, this); }
@@ -34,12 +37,12 @@ namespace OpenRA.Mods.RA.Traits
this.info = info;
}
public override void DoAttack(Actor self, Target target)
public override void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
{
if (target.Type != TargetType.Actor || !CanAttack(self, target))
return;
var a = ChooseArmamentForTarget(target);
var a = ChooseArmamentsForTarget(target, true).FirstOrDefault();
if (a == null)
return;

View File

@@ -87,17 +87,17 @@ medic:
HP: 375
Mobile:
Speed: 42
AutoHeal:
Armament:
Weapon: Heal
AttackMedic:
Cursor: ability
OutsideRangeCursor: ability
TargetStances: Ally
ForceTargetStances: None
AttackFrontal:
WithInfantryBody:
AttackSequence: heal
Passenger:
PipType: Blue
-AutoTarget:
AttractsWorms:
Intensity: 180
Voiced:

View File

@@ -307,13 +307,13 @@ MEDI:
Range: 3c0
Passenger:
PipType: Yellow
AutoHeal:
Armament:
Weapon: Heal
AttackMedic:
Cursor: heal
OutsideRangeCursor: heal
-AutoTarget:
TargetStances: Ally
ForceTargetStances: None
AttackFrontal:
WithInfantryBody:
StandSequences: stand
AttackSequence: heal
@@ -341,16 +341,16 @@ MECH:
Passenger:
PipType: Yellow
Voice: Move
AutoHeal:
Armament:
Weapon: Repair
AttackMedic:
Cursor: repair
OutsideRangeCursor: repair
TargetStances: Ally
ForceTargetStances: None
AttackFrontal:
Voice: Move
Captures:
CaptureTypes: husk
-AutoTarget:
WithInfantryBody:
AttackSequence: repair
StandSequences: stand

View File

@@ -45,7 +45,9 @@ MEDIC:
CrushSound: squishy2.aud
Armament:
Weapon: Heal
AttackMedic:
TargetStances: Ally
ForceTargetStances: None
AttackFrontal:
WithInfantryBody:
AttackSequence: heal
SelfHealing:

View File

@@ -156,9 +156,11 @@ REPAIR:
Range: 5c0
Armament:
Weapon: Repair
AttackMedic:
Cursor: repair
OutsideRangeCursor: repair
TargetStances: Ally
ForceTargetStances: None
AttackFrontal:
Voice: Attack
WEED: