Revise AttackMoveActivity.

This commit is contained in:
tovl
2019-03-09 16:06:03 +01:00
committed by Oliver Brakmann
parent 01f6f98097
commit 64cec4a0ad
10 changed files with 82 additions and 65 deletions

View File

@@ -110,7 +110,7 @@ namespace OpenRA.Mods.Common.Traits
public class AutoTarget : ConditionalTrait<AutoTargetInfo>, INotifyIdle, INotifyDamage, ITick, IResolveOrder, ISync, INotifyCreated, INotifyOwnerChanged
{
readonly IEnumerable<AttackBase> activeAttackBases;
public readonly IEnumerable<AttackBase> ActiveAttackBases;
[Sync] int nextScanTime = 0;
public UnitStance Stance { get { return stance; } }
@@ -151,7 +151,7 @@ namespace OpenRA.Mods.Common.Traits
: base(info)
{
var self = init.Self;
activeAttackBases = self.TraitsImplementing<AttackBase>().ToArray().Where(Exts.IsTraitEnabled);
ActiveAttackBases = self.TraitsImplementing<AttackBase>().ToArray().Where(Exts.IsTraitEnabled);
if (init.Contains<StanceInit>())
stance = init.Get<StanceInit, UnitStance>();
@@ -209,7 +209,7 @@ namespace OpenRA.Mods.Common.Traits
// Not a lot we can do about things we can't hurt... although maybe we should automatically run away?
var attackerAsTarget = Target.FromActor(attacker);
if (!activeAttackBases.Any(a => a.HasAnyValidWeapons(attackerAsTarget)))
if (!ActiveAttackBases.Any(a => a.HasAnyValidWeapons(attackerAsTarget)))
return;
// Don't retaliate against own units force-firing on us. It's usually not what the player wanted.
@@ -242,11 +242,11 @@ namespace OpenRA.Mods.Common.Traits
public Target ScanForTarget(Actor self, bool allowMove)
{
if (nextScanTime <= 0 && activeAttackBases.Any())
if (nextScanTime <= 0 && ActiveAttackBases.Any())
{
nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval);
foreach (var ab in activeAttackBases)
foreach (var ab in ActiveAttackBases)
{
// If we can't attack right now, there's no need to try and find a target.
var attackStances = ab.UnforcedAttackTargetStances();
@@ -272,7 +272,7 @@ namespace OpenRA.Mods.Common.Traits
{
self.SetTargetLine(target, Color.Red, false);
foreach (var ab in activeAttackBases)
foreach (var ab in ActiveAttackBases)
ab.AttackTarget(target, false, allowMove);
}