Allow Autotarget to have a custom scan radius, use it for VICE.

This commit is contained in:
Paul Chote
2011-03-23 20:31:27 +13:00
parent 3071cd8240
commit b7262b6490
4 changed files with 62 additions and 51 deletions

View File

@@ -50,9 +50,6 @@ namespace OpenRA.Mods.RA
public abstract class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderVoice, ISync
{
[Sync]
int nextScanTime = 0;
public bool IsAttacking { get; internal set; }
public List<Weapon> Weapons = new List<Weapon>();
@@ -99,8 +96,6 @@ namespace OpenRA.Mods.RA
public virtual void Tick(Actor self)
{
--nextScanTime;
foreach (var w in Weapons)
w.Tick();
@@ -190,45 +185,6 @@ namespace OpenRA.Mods.RA
self.QueueActivity(queued, GetAttackActivity(self, target, allowMove));
}
public void ScanAndAttack(Actor self, bool allowMovement, bool holdStill)
{
var targetActor = ScanForTarget(self, null);
if (targetActor != null)
AttackTarget(Target.FromActor(targetActor), false, allowMovement && !holdStill);
}
public Actor ScanForTarget(Actor self, Actor currentTarget)
{
var range = GetMaximumRange();
if (self.IsIdle || currentTarget == null || !Combat.IsInRange(self.CenterLocation, range, currentTarget))
if(nextScanTime <= 0)
return ChooseTarget(self, range);
return currentTarget;
}
public void ScanAndAttack(Actor self, bool allowMovement)
{
ScanAndAttack(self, allowMovement, false);
}
Actor ChooseTarget(Actor self, float range)
{
var info = self.Info.Traits.Get<AttackBaseInfo>();
nextScanTime = (int)(25 * (info.ScanTimeAverage +
(self.World.SharedRandom.NextDouble() * 2 - 1) * info.ScanTimeSpread));
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return inRange
.Where(a => a.Owner != null && a.AppearsHostileTo(self))
.Where(a => !a.HasTrait<AutoTargetIgnore>())
.Where(a => HasAnyValidWeapons(Target.FromActor(a)))
.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)
.FirstOrDefault();
}
class AttackOrderTargeter : IOrderTargeter
{
readonly bool isHeal;

View File

@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA
public override IActivity Tick( Actor self )
{
self.Trait<AttackBase>().ScanAndAttack(self, true);
self.Trait<AutoTarget>().ScanAndAttack(self, true, false);
if( inner == null )
return NextActivity;

View File

@@ -11,16 +11,32 @@
using OpenRA.Traits;
using OpenRA.Traits.Activities;
using System.Drawing;
using System.Linq;
namespace OpenRA.Mods.RA
{
class AutoTargetInfo : TraitInfo<AutoTarget>, ITraitPrerequisite<AttackBaseInfo>
public class AutoTargetInfo : ITraitInfo, ITraitPrerequisite<AttackBaseInfo>
{
public readonly bool AllowMovement = true;
public readonly int ScanRadius = -1;
public object Create(ActorInitializer init) { return new AutoTarget(init.self, this); }
}
class AutoTarget : INotifyIdle, INotifyDamage
public class AutoTarget : INotifyIdle, INotifyDamage, ITick
{
readonly AutoTargetInfo Info;
readonly AttackBase attack;
[Sync]
int nextScanTime = 0;
public AutoTarget(Actor self, AutoTargetInfo info)
{
Info = info;
attack = self.Trait<AttackBase>();
}
public void Damaged(Actor self, AttackInfo e)
{
if (!self.IsIdle) return;
@@ -35,21 +51,59 @@ namespace OpenRA.Mods.RA
if (e.Damage < 0) return; // don't retaliate against healers
self.Trait<AttackBase>().AttackTarget(Target.FromActor(e.Attacker), false, self.Info.Traits.Get<AutoTargetInfo>().AllowMovement);
attack.AttackTarget(Target.FromActor(e.Attacker), false, Info.AllowMovement);
}
public void TickIdle(Actor self)
{
var attack = self.Trait<AttackBase>();
var target = attack.ScanForTarget(self, null);
var target = ScanForTarget(self, null);
if (target != null)
{
self.SetTargetLine(Target.FromActor(target), Color.Red, false);
self.QueueActivity(attack.GetAttackActivity(self,
Target.FromActor(target),
self.Info.Traits.Get<AutoTargetInfo>().AllowMovement));
Info.AllowMovement));
}
}
public void Tick(Actor self)
{
--nextScanTime;
}
public Actor ScanForTarget(Actor self, Actor currentTarget)
{
var range = Info.ScanRadius > 0 ? Info.ScanRadius : attack.GetMaximumRange();
if (self.IsIdle || currentTarget == null || !Combat.IsInRange(self.CenterLocation, range, currentTarget))
if(nextScanTime <= 0)
return ChooseTarget(self, range);
return currentTarget;
}
public void ScanAndAttack(Actor self, bool allowMovement, bool holdStill)
{
var targetActor = ScanForTarget(self, null);
if (targetActor != null)
attack.AttackTarget(Target.FromActor(targetActor), false, allowMovement && !holdStill);
}
Actor ChooseTarget(Actor self, float range)
{
var info = self.Info.Traits.Get<AttackBaseInfo>();
nextScanTime = (int)(25 * (info.ScanTimeAverage +
(self.World.SharedRandom.NextDouble() * 2 - 1) * info.ScanTimeSpread));
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return inRange
.Where(a => a.Owner != null && a.AppearsHostileTo(self))
.Where(a => !a.HasTrait<AutoTargetIgnore>())
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)
.FirstOrDefault();
}
}
class AutoTargetIgnoreInfo : TraitInfo<AutoTargetIgnore> { }

View File

@@ -270,6 +270,7 @@ VICE:
TargetableUnit:
TargetTypes: Ground
AutoTarget:
ScanRadius: 4
AttackMove:
HiddenUnderFog:
GainsExperience: