move more combat bits around

This commit is contained in:
Chris Forbes
2010-07-31 17:54:38 +12:00
parent 2ac261c15b
commit b8421ba655
4 changed files with 28 additions and 33 deletions

View File

@@ -38,7 +38,7 @@ namespace OpenRA.Mods.RA
if (--nextScanTime <= 0)
{
var attack = self.traits.Get<AttackBase>();
var range = Combat.GetMaximumRange(self);
var range = attack.GetMaximumRange();
if (!attack.target.IsValid ||
(Util.CellContaining(attack.target.CenterLocation) - self.Location).LengthSquared > range * range)
@@ -53,10 +53,11 @@ namespace OpenRA.Mods.RA
Actor ChooseTarget(Actor self, float range)
{
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
var attack = self.traits.Get<AttackBase>();
return inRange
.Where(a => a.Owner != null && self.Owner.Stances[ a.Owner ] == Stance.Enemy)
.Where(a => Combat.HasAnyValidWeapons(self, Target.FromActor(a)))
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
.Where(a => !a.traits.Contains<Cloak>() || !a.traits.Get<Cloak>().Cloaked)
.OrderBy(a => (a.Location - self.Location).LengthSquared)
.FirstOrDefault();
@@ -67,7 +68,8 @@ namespace OpenRA.Mods.RA
if (!self.IsIdle) return;
// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
if (!Combat.HasAnyValidWeapons(self, Target.FromActor(e.Attacker))) return;
var attack = self.traits.Get<AttackBase>();
if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return;
// don't retaliate against own units force-firing on us. it's usually not what the player wanted.
if (self.Owner.Stances[e.Attacker.Owner] == Stance.Ally) return;