Allow Attack activities to target FrozenActors directly.
Removing the legacy FrozenActor to Actor workaround fixes a number of long-standing bugs. This also prevents units from losing their target when it transforms into a different actor type.
This commit is contained in:
committed by
Oliver Brakmann
parent
0406b89a96
commit
c34dd4b824
@@ -18,10 +18,10 @@ namespace OpenRA.Mods.Common.Activities
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{
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{
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public class FlyAttack : Activity
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public class FlyAttack : Activity
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{
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{
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readonly Target target;
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readonly Aircraft aircraft;
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readonly Aircraft aircraft;
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readonly AttackAircraft attackAircraft;
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readonly AttackAircraft attackAircraft;
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readonly Rearmable rearmable;
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readonly Rearmable rearmable;
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Target target;
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int ticksUntilTurn;
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int ticksUntilTurn;
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@@ -43,6 +43,8 @@ namespace OpenRA.Mods.Common.Activities
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return NextActivity;
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return NextActivity;
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}
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}
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target = target.Recalculate(self.Owner);
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if (!target.IsValidFor(self))
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if (!target.IsValidFor(self))
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return NextActivity;
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return NextActivity;
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@@ -23,13 +23,13 @@ namespace OpenRA.Mods.Common.Activities
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[Flags]
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[Flags]
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protected enum AttackStatus { UnableToAttack, NeedsToTurn, NeedsToMove, Attacking }
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protected enum AttackStatus { UnableToAttack, NeedsToTurn, NeedsToMove, Attacking }
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protected readonly Target Target;
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readonly AttackFrontal[] attackTraits;
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readonly AttackBase[] attackTraits;
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readonly RevealsShroud[] revealsShroud;
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readonly IMove move;
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readonly IMove move;
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readonly IFacing facing;
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readonly IFacing facing;
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readonly IPositionable positionable;
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readonly IPositionable positionable;
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readonly bool forceAttack;
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readonly bool forceAttack;
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readonly int facingTolerance;
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protected Target target;
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WDist minRange;
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WDist minRange;
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WDist maxRange;
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WDist maxRange;
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@@ -37,22 +37,27 @@ namespace OpenRA.Mods.Common.Activities
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Activity moveActivity;
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Activity moveActivity;
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AttackStatus attackStatus = AttackStatus.UnableToAttack;
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AttackStatus attackStatus = AttackStatus.UnableToAttack;
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public Attack(Actor self, Target target, bool allowMovement, bool forceAttack, int facingTolerance)
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public Attack(Actor self, Target target, bool allowMovement, bool forceAttack)
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{
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{
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Target = target;
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this.target = target;
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this.forceAttack = forceAttack;
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this.forceAttack = forceAttack;
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this.facingTolerance = facingTolerance;
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attackTraits = self.TraitsImplementing<AttackBase>().ToArray();
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attackTraits = self.TraitsImplementing<AttackFrontal>().ToArray();
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revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
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facing = self.Trait<IFacing>();
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facing = self.Trait<IFacing>();
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positionable = self.Trait<IPositionable>();
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positionable = self.Trait<IPositionable>();
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move = allowMovement ? self.TraitOrDefault<IMove>() : null;
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move = allowMovement ? self.TraitOrDefault<IMove>() : null;
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}
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}
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protected virtual Target RecalculateTarget(Actor self)
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{
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return target.Recalculate(self.Owner);
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}
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public override Activity Tick(Actor self)
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public override Activity Tick(Actor self)
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{
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{
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target = RecalculateTarget(self);
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turnActivity = moveActivity = null;
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turnActivity = moveActivity = null;
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attackStatus = AttackStatus.UnableToAttack;
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attackStatus = AttackStatus.UnableToAttack;
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@@ -74,31 +79,37 @@ namespace OpenRA.Mods.Common.Activities
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return NextActivity;
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return NextActivity;
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}
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}
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protected virtual bool IgnoresVisibility { get { return false; } }
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protected virtual AttackStatus TickAttack(Actor self, AttackFrontal attack)
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protected virtual AttackStatus TickAttack(Actor self, AttackBase attack)
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{
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{
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if (IsCanceled)
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if (IsCanceled)
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return AttackStatus.UnableToAttack;
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return AttackStatus.UnableToAttack;
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var type = Target.Type;
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if (!target.IsValidFor(self))
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if (!Target.IsValidFor(self) || type == TargetType.FrozenActor)
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return AttackStatus.UnableToAttack;
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return AttackStatus.UnableToAttack;
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if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(Target.Actor.Location, null, false))
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if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(target.Actor.Location, null, false))
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return AttackStatus.UnableToAttack;
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return AttackStatus.UnableToAttack;
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// Drop the target if it moves under the shroud / fog.
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if (!attack.Info.TargetFrozenActors && !forceAttack && target.Type == TargetType.FrozenActor)
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// HACK: This would otherwise break targeting frozen actors
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{
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// The problem is that Shroud.IsTargetable returns false (as it should) for
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// Try to move within range, drop the target otherwise
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// frozen actors, but we do want to explicitly target the underlying actor here.
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if (move == null)
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if (!IgnoresVisibility && type == TargetType.Actor
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return AttackStatus.UnableToAttack;
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&& !Target.Actor.Info.HasTraitInfo<FrozenUnderFogInfo>()
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&& !Target.Actor.CanBeViewedByPlayer(self.Owner))
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var rs = revealsShroud
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return AttackStatus.UnableToAttack;
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.Where(Exts.IsTraitEnabled)
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.MaxByOrDefault(s => s.Range);
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// Default to 2 cells if there are no active traits
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var sightRange = rs != null ? rs.Range : WDist.FromCells(2);
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attackStatus |= AttackStatus.NeedsToMove;
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moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(target, sightRange), this);
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return AttackStatus.NeedsToMove;
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}
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// Drop the target once none of the weapons are effective against it
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// Drop the target once none of the weapons are effective against it
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var armaments = attack.ChooseArmamentsForTarget(Target, forceAttack).ToList();
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var armaments = attack.ChooseArmamentsForTarget(target, forceAttack).ToList();
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if (armaments.Count == 0)
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if (armaments.Count == 0)
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return AttackStatus.UnableToAttack;
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return AttackStatus.UnableToAttack;
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@@ -108,8 +119,8 @@ namespace OpenRA.Mods.Common.Activities
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var pos = self.CenterPosition;
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var pos = self.CenterPosition;
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var mobile = move as Mobile;
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var mobile = move as Mobile;
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if (!Target.IsInRange(pos, maxRange)
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if (!target.IsInRange(pos, maxRange)
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|| (minRange.Length != 0 && Target.IsInRange(pos, minRange))
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|| (minRange.Length != 0 && target.IsInRange(pos, minRange))
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|| (mobile != null && !mobile.CanInteractWithGroundLayer(self)))
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|| (mobile != null && !mobile.CanInteractWithGroundLayer(self)))
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{
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{
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// Try to move within range, drop the target otherwise
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// Try to move within range, drop the target otherwise
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@@ -117,13 +128,13 @@ namespace OpenRA.Mods.Common.Activities
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return AttackStatus.UnableToAttack;
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return AttackStatus.UnableToAttack;
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attackStatus |= AttackStatus.NeedsToMove;
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attackStatus |= AttackStatus.NeedsToMove;
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moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
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moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(target, minRange, maxRange), this);
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return AttackStatus.NeedsToMove;
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return AttackStatus.NeedsToMove;
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}
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}
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var targetedPosition = attack.GetTargetPosition(pos, Target);
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var targetedPosition = attack.GetTargetPosition(pos, target);
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var desiredFacing = (targetedPosition - pos).Yaw.Facing;
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var desiredFacing = (targetedPosition - pos).Yaw.Facing;
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if (!Util.FacingWithinTolerance(facing.Facing, desiredFacing, facingTolerance))
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if (!Util.FacingWithinTolerance(facing.Facing, desiredFacing, ((AttackFrontalInfo)attack.Info).FacingTolerance))
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{
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{
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attackStatus |= AttackStatus.NeedsToTurn;
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attackStatus |= AttackStatus.NeedsToTurn;
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turnActivity = ActivityUtils.SequenceActivities(new Turn(self, desiredFacing), this);
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turnActivity = ActivityUtils.SequenceActivities(new Turn(self, desiredFacing), this);
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@@ -131,9 +142,48 @@ namespace OpenRA.Mods.Common.Activities
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}
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}
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attackStatus |= AttackStatus.Attacking;
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attackStatus |= AttackStatus.Attacking;
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attack.DoAttack(self, Target, armaments);
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attack.DoAttack(self, target, armaments);
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return AttackStatus.Attacking;
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return AttackStatus.Attacking;
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}
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}
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}
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}
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public static class TargetExts
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{
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/// <summary>Update (Frozen)Actor targets to account for visibility changes or actor replacement</summary>
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public static Target Recalculate(this Target t, Player viewer)
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{
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// Check whether the target has transformed into something else
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// HACK: This relies on knowing the internal implementation details of Target
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if (t.Type == TargetType.Invalid && t.Actor != null && t.Actor.ReplacedByActor != null)
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t = Target.FromActor(t.Actor.ReplacedByActor);
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if (t.Type == TargetType.Actor)
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{
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// Actor has been hidden under the fog
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if (!t.Actor.CanBeViewedByPlayer(viewer))
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{
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// Replace with FrozenActor if applicable, otherwise drop the target
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var frozen = viewer.FrozenActorLayer.FromID(t.Actor.ActorID);
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return frozen != null ? Target.FromFrozenActor(frozen) : Target.Invalid;
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}
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}
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else if (t.Type == TargetType.FrozenActor)
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{
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// Frozen actor has been revealed
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if (!t.FrozenActor.Visible || !t.FrozenActor.IsValid)
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{
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// Original actor is still alive
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if (t.FrozenActor.Actor != null && t.FrozenActor.Actor.CanBeViewedByPlayer(viewer))
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return Target.FromActor(t.FrozenActor.Actor);
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// Original actor was killed while hidden
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if (t.Actor == null)
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return Target.Invalid;
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}
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}
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return t;
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}
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}
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}
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}
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@@ -31,6 +31,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Does the attack type require the attacker to enter the target's cell?")]
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[Desc("Does the attack type require the attacker to enter the target's cell?")]
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public readonly bool AttackRequiresEnteringCell = false;
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public readonly bool AttackRequiresEnteringCell = false;
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[Desc("Allow firing into the fog to target frozen actors without requiring force-fire.")]
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public readonly bool TargetFrozenActors = false;
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[VoiceReference] public readonly string Voice = "Action";
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[VoiceReference] public readonly string Voice = "Action";
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public override abstract object Create(ActorInitializer init);
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public override abstract object Create(ActorInitializer init);
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@@ -154,12 +157,11 @@ namespace OpenRA.Mods.Common.Traits
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var forceAttack = order.OrderString == forceAttackOrderName;
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var forceAttack = order.OrderString == forceAttackOrderName;
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if (forceAttack || order.OrderString == attackOrderName)
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if (forceAttack || order.OrderString == attackOrderName)
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{
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{
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (!order.Target.IsValidFor(self))
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if (!target.IsValidFor(self))
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return;
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return;
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self.SetTargetLine(target, Color.Red);
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self.SetTargetLine(order.Target, Color.Red);
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AttackTarget(target, order.Queued, true, forceAttack);
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AttackTarget(order.Target, order.Queued, true, forceAttack);
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}
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}
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if (order.OrderString == "Stop")
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if (order.OrderString == "Stop")
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@@ -417,7 +419,8 @@ namespace OpenRA.Mods.Common.Traits
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if (a == null)
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if (a == null)
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a = armaments.First();
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a = armaments.First();
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cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
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cursor = !target.IsInRange(self.CenterPosition, a.MaxRange()) ||
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(!forceAttack && target.Type == TargetType.FrozenActor && !ab.Info.TargetFrozenActors)
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? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
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? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
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: ab.Info.Cursor ?? a.Info.Cursor;
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: ab.Info.Cursor ?? a.Info.Cursor;
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@@ -12,6 +12,7 @@
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using System;
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using System;
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using System.Linq;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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namespace OpenRA.Mods.Common.Traits
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@@ -31,6 +32,7 @@ namespace OpenRA.Mods.Common.Traits
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protected override void Tick(Actor self)
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protected override void Tick(Actor self)
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{
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{
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Target = Target.Recalculate(self.Owner);
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if (IsTraitDisabled)
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if (IsTraitDisabled)
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{
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{
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Target = Target.Invalid;
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Target = Target.Invalid;
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@@ -62,15 +64,17 @@ namespace OpenRA.Mods.Common.Traits
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class AttackActivity : Activity
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class AttackActivity : Activity
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{
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{
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readonly AttackFollow attack;
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readonly AttackFollow attack;
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readonly RevealsShroud[] revealsShroud;
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readonly IMove move;
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readonly IMove move;
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readonly Target target;
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readonly bool forceAttack;
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readonly bool forceAttack;
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Target target;
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bool hasTicked;
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bool hasTicked;
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public AttackActivity(Actor self, Target target, bool allowMove, bool forceAttack)
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public AttackActivity(Actor self, Target target, bool allowMove, bool forceAttack)
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{
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{
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attack = self.Trait<AttackFollow>();
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attack = self.Trait<AttackFollow>();
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move = allowMove ? self.TraitOrDefault<IMove>() : null;
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move = allowMove ? self.TraitOrDefault<IMove>() : null;
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revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
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this.target = target;
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this.target = target;
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this.forceAttack = forceAttack;
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this.forceAttack = forceAttack;
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@@ -78,6 +82,7 @@ namespace OpenRA.Mods.Common.Traits
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public override Activity Tick(Actor self)
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public override Activity Tick(Actor self)
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{
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{
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target = target.Recalculate(self.Owner);
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if (IsCanceled || !target.IsValidFor(self))
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if (IsCanceled || !target.IsValidFor(self))
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return NextActivity;
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return NextActivity;
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@@ -87,6 +92,11 @@ namespace OpenRA.Mods.Common.Traits
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var weapon = attack.ChooseArmamentsForTarget(target, forceAttack).FirstOrDefault();
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var weapon = attack.ChooseArmamentsForTarget(target, forceAttack).FirstOrDefault();
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if (weapon != null)
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if (weapon != null)
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{
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{
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// Check that AttackFollow hasn't cancelled the target by modifying attack.Target
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// Having both this and AttackFollow modify that field is a horrible hack.
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if (hasTicked && attack.Target.Type == TargetType.Invalid)
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return NextActivity;
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var targetIsMobile = (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<IMoveInfo>())
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var targetIsMobile = (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<IMoveInfo>())
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|| (target.Type == TargetType.FrozenActor && target.FrozenActor.Info.HasTraitInfo<IMoveInfo>());
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|| (target.Type == TargetType.FrozenActor && target.FrozenActor.Info.HasTraitInfo<IMoveInfo>());
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@@ -95,10 +105,18 @@ namespace OpenRA.Mods.Common.Traits
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var maxRange = targetIsMobile ? new WDist(Math.Max(weapon.Weapon.MinRange.Length, modifiedRange.Length - 1024))
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var maxRange = targetIsMobile ? new WDist(Math.Max(weapon.Weapon.MinRange.Length, modifiedRange.Length - 1024))
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: modifiedRange;
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: modifiedRange;
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// Check that AttackFollow hasn't cancelled the target by modifying attack.Target
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// Most actors want to be able to see their target before shooting
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// Having both this and AttackFollow modify that field is a horrible hack.
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if (!attack.Info.TargetFrozenActors && !forceAttack && target.Type == TargetType.FrozenActor)
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if (hasTicked && attack.Target.Type == TargetType.Invalid)
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{
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return NextActivity;
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var rs = revealsShroud
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.Where(Exts.IsTraitEnabled)
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.MaxByOrDefault(s => s.Range);
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// Default to 2 cells if there are no active traits
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var sightRange = rs != null ? rs.Range : WDist.FromCells(2);
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if (sightRange < maxRange)
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maxRange = sightRange;
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}
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attack.Target = target;
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attack.Target = target;
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hasTicked = true;
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hasTicked = true;
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@@ -57,7 +57,7 @@ namespace OpenRA.Mods.Common.Traits
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
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{
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{
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return new Activities.Attack(self, newTarget, allowMove, forceAttack, info.FacingTolerance);
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return new Activities.Attack(self, newTarget, allowMove, forceAttack);
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}
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}
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}
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}
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}
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}
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@@ -10,6 +10,7 @@
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#endregion
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#endregion
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using OpenRA.Activities;
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using OpenRA.Activities;
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||||||
|
using OpenRA.Mods.Common.Activities;
|
||||||
using OpenRA.Traits;
|
using OpenRA.Traits;
|
||||||
|
|
||||||
namespace OpenRA.Mods.Common.Traits
|
namespace OpenRA.Mods.Common.Traits
|
||||||
@@ -32,9 +33,9 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
// Some 3rd-party mods rely on this being public
|
// Some 3rd-party mods rely on this being public
|
||||||
public class SetTarget : Activity
|
public class SetTarget : Activity
|
||||||
{
|
{
|
||||||
readonly Target target;
|
|
||||||
readonly AttackOmni attack;
|
readonly AttackOmni attack;
|
||||||
readonly bool allowMove;
|
readonly bool allowMove;
|
||||||
|
Target target;
|
||||||
|
|
||||||
public SetTarget(AttackOmni attack, Target target, bool allowMove)
|
public SetTarget(AttackOmni attack, Target target, bool allowMove)
|
||||||
{
|
{
|
||||||
@@ -45,6 +46,7 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
|
|
||||||
public override Activity Tick(Actor self)
|
public override Activity Tick(Actor self)
|
||||||
{
|
{
|
||||||
|
target = target.Recalculate(self.Owner);
|
||||||
if (IsCanceled || !target.IsValidFor(self) || !attack.IsReachableTarget(target, allowMove))
|
if (IsCanceled || !target.IsValidFor(self) || !attack.IsReachableTarget(target, allowMove))
|
||||||
return NextActivity;
|
return NextActivity;
|
||||||
|
|
||||||
|
|||||||
@@ -72,16 +72,19 @@ namespace OpenRA.Mods.D2k.Traits
|
|||||||
|
|
||||||
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
|
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
|
||||||
{
|
{
|
||||||
return new SwallowTarget(self, newTarget, allowMove, forceAttack, Info.FacingTolerance);
|
return new SwallowTarget(self, newTarget, allowMove, forceAttack);
|
||||||
}
|
}
|
||||||
|
|
||||||
public class SwallowTarget : Attack
|
public class SwallowTarget : Attack
|
||||||
{
|
{
|
||||||
public SwallowTarget(Actor self, Target target, bool allowMovement, bool forceAttack, int facingTolerance)
|
public SwallowTarget(Actor self, Target target, bool allowMovement, bool forceAttack)
|
||||||
: base(self, target, allowMovement, forceAttack, facingTolerance) { }
|
: base(self, target, allowMovement, forceAttack) { }
|
||||||
|
|
||||||
// Worms ignore visibility, so don't need to recalculate targets
|
protected override Target RecalculateTarget(Actor self)
|
||||||
protected override bool IgnoresVisibility { get { return true; } }
|
{
|
||||||
|
// Worms ignore visibility, so don't need to recalculate targets
|
||||||
|
return target;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -174,6 +174,7 @@ ARTY:
|
|||||||
LocalOffset: 624,0,208
|
LocalOffset: 624,0,208
|
||||||
MuzzleSequence: muzzle
|
MuzzleSequence: muzzle
|
||||||
AttackFrontal:
|
AttackFrontal:
|
||||||
|
TargetFrozenActors: True
|
||||||
WithMuzzleOverlay:
|
WithMuzzleOverlay:
|
||||||
AutoTarget:
|
AutoTarget:
|
||||||
InitialStanceAI: Defend
|
InitialStanceAI: Defend
|
||||||
@@ -520,6 +521,7 @@ MSAM:
|
|||||||
Weapon: 227mm
|
Weapon: 227mm
|
||||||
LocalOffset: 213,-128,0, 213,128,0
|
LocalOffset: 213,-128,0, 213,128,0
|
||||||
AttackFrontal:
|
AttackFrontal:
|
||||||
|
TargetFrozenActors: True
|
||||||
WithSpriteTurret:
|
WithSpriteTurret:
|
||||||
SpawnActorOnDeath:
|
SpawnActorOnDeath:
|
||||||
Actor: MSAM.Husk
|
Actor: MSAM.Husk
|
||||||
|
|||||||
@@ -118,6 +118,7 @@ MSUB:
|
|||||||
LocalOffset: 0,-171,0, 0,171,0
|
LocalOffset: 0,-171,0, 0,171,0
|
||||||
FireDelay: 2
|
FireDelay: 2
|
||||||
AttackFrontal:
|
AttackFrontal:
|
||||||
|
TargetFrozenActors: True
|
||||||
SelectionDecorations:
|
SelectionDecorations:
|
||||||
AutoTarget:
|
AutoTarget:
|
||||||
InitialStance: HoldFire
|
InitialStance: HoldFire
|
||||||
@@ -234,6 +235,7 @@ CA:
|
|||||||
MuzzleSequence: muzzle
|
MuzzleSequence: muzzle
|
||||||
AttackTurreted:
|
AttackTurreted:
|
||||||
Turrets: primary, secondary
|
Turrets: primary, secondary
|
||||||
|
TargetFrozenActors: True
|
||||||
WithMuzzleOverlay:
|
WithMuzzleOverlay:
|
||||||
SelectionDecorations:
|
SelectionDecorations:
|
||||||
WithSpriteTurret@PRIMARY:
|
WithSpriteTurret@PRIMARY:
|
||||||
|
|||||||
@@ -28,6 +28,7 @@ V2RL:
|
|||||||
AutoTarget:
|
AutoTarget:
|
||||||
ScanRadius: 10
|
ScanRadius: 10
|
||||||
AttackFrontal:
|
AttackFrontal:
|
||||||
|
TargetFrozenActors: True
|
||||||
WithFacingSpriteBody:
|
WithFacingSpriteBody:
|
||||||
RequiresCondition: !reloading
|
RequiresCondition: !reloading
|
||||||
Name: loaded
|
Name: loaded
|
||||||
@@ -263,6 +264,7 @@ ARTY:
|
|||||||
LocalOffset: 624,0,208
|
LocalOffset: 624,0,208
|
||||||
MuzzleSequence: muzzle
|
MuzzleSequence: muzzle
|
||||||
AttackFrontal:
|
AttackFrontal:
|
||||||
|
TargetFrozenActors: True
|
||||||
WithMuzzleOverlay:
|
WithMuzzleOverlay:
|
||||||
Explodes:
|
Explodes:
|
||||||
Weapon: ArtilleryExplode
|
Weapon: ArtilleryExplode
|
||||||
|
|||||||
@@ -363,6 +363,7 @@ JUGG:
|
|||||||
Turrets: deployed
|
Turrets: deployed
|
||||||
RequiresCondition: deployed
|
RequiresCondition: deployed
|
||||||
PauseOnCondition: empdisable
|
PauseOnCondition: empdisable
|
||||||
|
TargetFrozenActors: True
|
||||||
Armament@deployed:
|
Armament@deployed:
|
||||||
Name: deployed
|
Name: deployed
|
||||||
Turret: deployed
|
Turret: deployed
|
||||||
|
|||||||
@@ -258,6 +258,7 @@ ART2:
|
|||||||
Turrets: deployed
|
Turrets: deployed
|
||||||
RequiresCondition: deployed
|
RequiresCondition: deployed
|
||||||
PauseOnCondition: empdisable
|
PauseOnCondition: empdisable
|
||||||
|
TargetFrozenActors: True
|
||||||
Armament@deployed:
|
Armament@deployed:
|
||||||
Name: deployed
|
Name: deployed
|
||||||
Turret: deployed
|
Turret: deployed
|
||||||
|
|||||||
Reference in New Issue
Block a user