Allow Autotarget to have a custom scan radius, use it for VICE.
This commit is contained in:
@@ -50,9 +50,6 @@ namespace OpenRA.Mods.RA
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public abstract class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderVoice, ISync
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{
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[Sync]
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int nextScanTime = 0;
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public bool IsAttacking { get; internal set; }
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public List<Weapon> Weapons = new List<Weapon>();
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@@ -99,8 +96,6 @@ namespace OpenRA.Mods.RA
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public virtual void Tick(Actor self)
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{
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--nextScanTime;
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foreach (var w in Weapons)
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w.Tick();
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@@ -190,45 +185,6 @@ namespace OpenRA.Mods.RA
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self.QueueActivity(queued, GetAttackActivity(self, target, allowMove));
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}
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public void ScanAndAttack(Actor self, bool allowMovement, bool holdStill)
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{
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var targetActor = ScanForTarget(self, null);
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if (targetActor != null)
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AttackTarget(Target.FromActor(targetActor), false, allowMovement && !holdStill);
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}
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public Actor ScanForTarget(Actor self, Actor currentTarget)
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{
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var range = GetMaximumRange();
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if (self.IsIdle || currentTarget == null || !Combat.IsInRange(self.CenterLocation, range, currentTarget))
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if(nextScanTime <= 0)
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return ChooseTarget(self, range);
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return currentTarget;
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}
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public void ScanAndAttack(Actor self, bool allowMovement)
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{
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ScanAndAttack(self, allowMovement, false);
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}
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Actor ChooseTarget(Actor self, float range)
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{
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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nextScanTime = (int)(25 * (info.ScanTimeAverage +
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(self.World.SharedRandom.NextDouble() * 2 - 1) * info.ScanTimeSpread));
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var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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return inRange
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.Where(a => a.Owner != null && a.AppearsHostileTo(self))
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.Where(a => !a.HasTrait<AutoTargetIgnore>())
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.Where(a => HasAnyValidWeapons(Target.FromActor(a)))
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.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)
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.FirstOrDefault();
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}
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class AttackOrderTargeter : IOrderTargeter
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{
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readonly bool isHeal;
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@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA
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public override IActivity Tick( Actor self )
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{
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self.Trait<AttackBase>().ScanAndAttack(self, true);
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self.Trait<AutoTarget>().ScanAndAttack(self, true, false);
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if( inner == null )
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return NextActivity;
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@@ -11,16 +11,32 @@
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using System.Drawing;
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using System.Linq;
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namespace OpenRA.Mods.RA
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{
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class AutoTargetInfo : TraitInfo<AutoTarget>, ITraitPrerequisite<AttackBaseInfo>
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public class AutoTargetInfo : ITraitInfo, ITraitPrerequisite<AttackBaseInfo>
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{
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public readonly bool AllowMovement = true;
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public readonly int ScanRadius = -1;
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public object Create(ActorInitializer init) { return new AutoTarget(init.self, this); }
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}
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class AutoTarget : INotifyIdle, INotifyDamage
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public class AutoTarget : INotifyIdle, INotifyDamage, ITick
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{
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readonly AutoTargetInfo Info;
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readonly AttackBase attack;
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[Sync]
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int nextScanTime = 0;
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public AutoTarget(Actor self, AutoTargetInfo info)
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{
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Info = info;
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attack = self.Trait<AttackBase>();
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (!self.IsIdle) return;
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@@ -35,21 +51,59 @@ namespace OpenRA.Mods.RA
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if (e.Damage < 0) return; // don't retaliate against healers
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self.Trait<AttackBase>().AttackTarget(Target.FromActor(e.Attacker), false, self.Info.Traits.Get<AutoTargetInfo>().AllowMovement);
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attack.AttackTarget(Target.FromActor(e.Attacker), false, Info.AllowMovement);
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}
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public void TickIdle(Actor self)
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{
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var attack = self.Trait<AttackBase>();
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var target = attack.ScanForTarget(self, null);
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var target = ScanForTarget(self, null);
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if (target != null)
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{
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self.SetTargetLine(Target.FromActor(target), Color.Red, false);
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self.QueueActivity(attack.GetAttackActivity(self,
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Target.FromActor(target),
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self.Info.Traits.Get<AutoTargetInfo>().AllowMovement));
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Info.AllowMovement));
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}
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}
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public void Tick(Actor self)
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{
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--nextScanTime;
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}
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public Actor ScanForTarget(Actor self, Actor currentTarget)
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{
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var range = Info.ScanRadius > 0 ? Info.ScanRadius : attack.GetMaximumRange();
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if (self.IsIdle || currentTarget == null || !Combat.IsInRange(self.CenterLocation, range, currentTarget))
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if(nextScanTime <= 0)
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return ChooseTarget(self, range);
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return currentTarget;
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}
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public void ScanAndAttack(Actor self, bool allowMovement, bool holdStill)
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{
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var targetActor = ScanForTarget(self, null);
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if (targetActor != null)
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attack.AttackTarget(Target.FromActor(targetActor), false, allowMovement && !holdStill);
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}
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Actor ChooseTarget(Actor self, float range)
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{
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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nextScanTime = (int)(25 * (info.ScanTimeAverage +
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(self.World.SharedRandom.NextDouble() * 2 - 1) * info.ScanTimeSpread));
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var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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return inRange
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.Where(a => a.Owner != null && a.AppearsHostileTo(self))
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.Where(a => !a.HasTrait<AutoTargetIgnore>())
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.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
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.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)
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.FirstOrDefault();
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}
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}
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class AutoTargetIgnoreInfo : TraitInfo<AutoTargetIgnore> { }
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@@ -270,6 +270,7 @@ VICE:
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TargetableUnit:
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TargetTypes: Ground
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AutoTarget:
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ScanRadius: 4
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AttackMove:
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HiddenUnderFog:
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GainsExperience:
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