Merge pull request #9581 from matija-hustic/attackmove_defendstance

Gets AttackMove to work with 'Defend' stance
This commit is contained in:
Matthias Mailänder
2015-10-11 21:28:35 +02:00
2 changed files with 21 additions and 15 deletions

View File

@@ -104,8 +104,9 @@ namespace OpenRA.Mods.Common.Traits
return;
Aggressor = attacker;
if (at == null || !at.IsReachableTarget(at.Target, info.AllowMovement && Stance != UnitStance.Defend))
Attack(self, Aggressor);
var allowMove = info.AllowMovement && Stance != UnitStance.Defend;
if (at == null || !at.IsReachableTarget(at.Target, allowMove))
Attack(self, Aggressor, allowMove);
}
public void TickIdle(Actor self)
@@ -113,9 +114,9 @@ namespace OpenRA.Mods.Common.Traits
if (Stance < UnitStance.Defend || !info.TargetWhenIdle)
return;
var allowMovement = info.AllowMovement && Stance != UnitStance.Defend;
if (at == null || !at.IsReachableTarget(at.Target, allowMovement))
ScanAndAttack(self, allowMovement);
var allowMove = info.AllowMovement && Stance != UnitStance.Defend;
if (at == null || !at.IsReachableTarget(at.Target, allowMove))
ScanAndAttack(self, allowMove);
}
public void Tick(Actor self)
@@ -143,15 +144,15 @@ namespace OpenRA.Mods.Common.Traits
{
var targetActor = ScanForTarget(self, null, allowMove);
if (targetActor != null)
Attack(self, targetActor);
Attack(self, targetActor, allowMove);
}
void Attack(Actor self, Actor targetActor)
void Attack(Actor self, Actor targetActor, bool allowMove)
{
TargetedActor = targetActor;
var target = Target.FromActor(targetActor);
self.SetTargetLine(target, Color.Red, false);
attack.AttackTarget(target, false, info.AllowMovement && Stance != UnitStance.Defend);
attack.AttackTarget(target, false, allowMove);
}
Actor ChooseTarget(Actor self, WDist range, bool allowMove)
@@ -168,10 +169,16 @@ namespace OpenRA.Mods.Common.Traits
// 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))
.Select(a =>
{
var target = Target.FromActor(a);
return new KeyValuePair<Armament, Actor>(
attack.ChooseArmamentsForTarget(target, false)
.Where(arm => allowMove
|| (target.IsInRange(self.CenterPosition, arm.MaxRange())
&& !target.IsInRange(self.CenterPosition, arm.Weapon.MinRange)))
.FirstOrDefault(), a);
})
.Where(kv => kv.Key != null && kv.Value.TraitOrDefault<AutoTargetIgnore>() == null)
.GroupBy(kv => kv.Key, kv => kv.Value)

View File

@@ -2200,9 +2200,7 @@ namespace OpenRA.Mods.Common.UtilityCommands
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
// Units with AutoHeal have it replaced by AutoTarget
var heal = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("AutoHeal"));
if (heal != null)
{
@@ -2219,6 +2217,7 @@ namespace OpenRA.Mods.Common.UtilityCommands
node.Value.Nodes.Remove(heal);
}
// Units with AttackMedic have it replaced by an appropriate AttackFrontal
var atkmedic = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("AttackMedic"));
if (atkmedic != null)
{