Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes Also add a few files I forgot from previous patches
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52
OpenRA.Game/Traits/Hazardous.cs
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52
OpenRA.Game/Traits/Hazardous.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Linq;
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using System.Collections.Generic;
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namespace OpenRA.Traits
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{
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class AntiAirInfo : ITraitInfo
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{
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public readonly float Badness = 1000f;
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public object Create( ActorInitializer init ) { return new AntiAir( init.self ); }
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}
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class AntiAir : IProvideHazard
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{
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public AntiAir(Actor self)
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{
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self.World.WorldActor.traits.Get<HazardLayer>().Add( self, this );
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}
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public IEnumerable<HazardLayer.Hazard> HazardCells(Actor self)
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{
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var info = self.Info.Traits.Get<AntiAirInfo>();
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return self.World.FindTilesInCircle(self.Location, (int)self.GetPrimaryWeapon().Range).Select(
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t => new HazardLayer.Hazard(){location = t, type = "antiair", intensity = info.Badness});
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}
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}
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class AvoidsAAInfo : TraitInfo<AvoidsAA> {}
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class AvoidsAA : IAvoidHazard
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{
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public string Type { get { return "antiair"; } }
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}
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}
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