Implemented: Stances
Added: Basic stances (Aggressive, Guard (Hold Ground), Hold Fire, None (dummy), Return Fire) Added: WorldCommandWidget (to be able to set said stances) Added: WorldCommandWidget to ra (cnc will follow, later on) Changed: Added support to AttackBase for firing with movement disabled + utility method ScanForTarget (used by stances) Added: AssignUnitStance (attach this to unit-producing actors, together with what stances can be picked as 'default')
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56
OpenRA.Mods.RA/UnitStances/UnitStanceAggressive.cs
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56
OpenRA.Mods.RA/UnitStances/UnitStanceAggressive.cs
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using System;
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using System.Drawing;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class UnitStanceAggressiveInfo : UnitStanceInfo
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{
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public override object Create(ActorInitializer init) { return new UnitStanceAggressive(init.self, this); }
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}
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/// <summary>
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/// Inherits the Return Fire damage handler!
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/// </summary>
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public class UnitStanceAggressive : UnitStance, INotifyDamage, ISelectionColorModifier
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{
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public UnitStanceAggressive(Actor self, UnitStanceAggressiveInfo info)
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{
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Info = info;
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Active = (self.World.LocalPlayer == self.Owner || (self.Owner.IsBot && Game.IsHost)) ? Info.Default : false;
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}
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protected override void OnScan(Actor self)
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{
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if (!self.IsIdle) return;
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if (!self.HasTrait<AttackBase>()) return;
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var target = ScanForTarget(self);
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if (target == null)
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return;
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AttackTarget(self, target, false);
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}
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protected override void OnFirstTick(Actor self)
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{
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if (!self.HasTrait<AttackBase>()) return;
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if (self.Trait<AttackBase>().IsAttacking)
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StopAttack(self);
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}
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public virtual void Damaged(Actor self, AttackInfo e)
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{
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if (!Active) return;
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if (!self.HasTrait<AttackBase>()) return;
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ReturnFire(self, e, false); // only triggers when standing still
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}
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public Color GetSelectionColorModifier(Actor self, Color defaultColor)
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{
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return Active ? Color.Red : defaultColor;
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}
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}
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}
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