Use Target range checks in attack activities.

This commit is contained in:
Paul Chote
2013-07-06 15:25:13 +12:00
parent 399aac7e0f
commit 6f67602d57
12 changed files with 39 additions and 39 deletions

View File

@@ -19,7 +19,7 @@ namespace OpenRA.Mods.RA.Activities
{
protected Target Target;
ITargetable targetable;
int Range;
WRange Range;
bool AllowMovement;
int nextPathTime;
@@ -27,7 +27,10 @@ namespace OpenRA.Mods.RA.Activities
const int delayBetweenPathingAttempts = 20;
const int delaySpread = 5;
public Attack(Target target, int range, bool allowMovement)
public Attack(Target target, WRange range)
: this(target, range, true) {}
public Attack(Target target, WRange range, bool allowMovement)
{
Target = target;
if (target.IsActor)
@@ -37,20 +40,18 @@ namespace OpenRA.Mods.RA.Activities
AllowMovement = allowMovement;
}
public Attack(Target target, int range) : this(target, range, true) {}
public override Activity Tick( Actor self )
public override Activity Tick(Actor self)
{
var attack = self.Trait<AttackBase>();
var ret = InnerTick( self, attack );
attack.IsAttacking = ( ret == this );
var ret = InnerTick(self, attack);
attack.IsAttacking = (ret == this);
return ret;
}
protected virtual Activity InnerTick( Actor self, AttackBase attack )
protected virtual Activity InnerTick(Actor self, AttackBase attack)
{
if (IsCanceled) return NextActivity;
if (IsCanceled)
return NextActivity;
if (!Target.IsValid)
return NextActivity;
@@ -61,7 +62,7 @@ namespace OpenRA.Mods.RA.Activities
if (targetable != null && !targetable.TargetableBy(Target.Actor, self))
return NextActivity;
if (!Combat.IsInRange(self.CenterLocation, Range, Target))
if (!Target.IsInRange(self.CenterPosition, Range))
{
if (--nextPathTime > 0)
return this;
@@ -69,13 +70,13 @@ namespace OpenRA.Mods.RA.Activities
nextPathTime = self.World.SharedRandom.Next(delayBetweenPathingAttempts - delaySpread,
delayBetweenPathingAttempts + delaySpread);
return (AllowMovement) ? Util.SequenceActivities(self.Trait<Mobile>().MoveWithinRange(Target, Range), this) : NextActivity;
return (AllowMovement) ? Util.SequenceActivities(self.Trait<Mobile>().MoveWithinRange(Target, Range.Range / 1024), this) : NextActivity;
}
var desiredFacing = Util.GetFacing(Target.CenterLocation - self.CenterLocation, 0);
var facing = self.Trait<IFacing>();
if (facing.Facing != desiredFacing)
return Util.SequenceActivities( new Turn( desiredFacing ), this );
return Util.SequenceActivities(new Turn(desiredFacing), this);
attack.DoAttack(self, Target);
return this;