Give the mechanic a wrench icon instead of red-cross
closes #3133 don't try to guess hard-coded cursors from weapon damage
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@@ -20,6 +20,7 @@ namespace OpenRA.Mods.RA
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public abstract class AttackBaseInfo : ITraitInfo
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{
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public readonly bool CanAttackGround = true;
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public readonly string Cursor = "attack";
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public abstract object Create(ActorInitializer init);
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}
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@@ -41,10 +42,17 @@ namespace OpenRA.Mods.RA
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protected virtual bool CanAttack(Actor self, Target target)
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{
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if (!self.IsInWorld) return false;
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if (!target.IsValid) return false;
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if (Armaments.All(a => a.IsReloading)) return false;
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if (self.IsDisabled()) return false;
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if (!self.IsInWorld)
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return false;
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if (!target.IsValid)
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return false;
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if (Armaments.All(a => a.IsReloading))
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return false;
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if (self.IsDisabled())
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return false;
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if (target.IsActor && target.Actor.HasTrait<ITargetable>() &&
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!target.Actor.Trait<ITargetable>().TargetableBy(target.Actor,self))
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@@ -96,19 +104,20 @@ namespace OpenRA.Mods.RA
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if (Armaments.Count() == 0)
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yield break;
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bool isHeal = Armaments.First().Weapon.Warheads[0].Damage < 0;
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yield return new AttackOrderTargeter("Attack", 6, isHeal);
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var negativeDamage = (Armaments.First().Weapon.Warheads[0].Damage < 0);
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yield return new AttackOrderTargeter("Attack", 6, negativeDamage);
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}
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}
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public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued )
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if( order is AttackOrderTargeter )
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if (order is AttackOrderTargeter)
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{
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if( target.IsActor )
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if (target.IsActor)
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return new Order("Attack", self, queued) { TargetActor = target.Actor };
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else
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return new Order( "Attack", self, queued ) { TargetLocation = target.CenterLocation.ToCPos() };
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return new Order("Attack", self, queued) { TargetLocation = target.CenterLocation.ToCPos() };
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}
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return null;
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}
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@@ -135,22 +144,26 @@ namespace OpenRA.Mods.RA
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public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.IsValidAgainst(self.World, t)); }
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public void AttackTarget( Target target, bool queued, bool allowMove )
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public void AttackTarget(Target target, bool queued, bool allowMove)
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{
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if( !target.IsValid ) return;
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if (!queued) self.CancelActivity();
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if (!target.IsValid)
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return;
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if (!queued)
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self.CancelActivity();
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self.QueueActivity(GetAttackActivity(self, target, allowMove));
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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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readonly bool negativeDamage;
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public AttackOrderTargeter( string order, int priority, bool isHeal )
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public AttackOrderTargeter(string order, int priority, bool negativeDamage)
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{
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this.OrderID = order;
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this.OrderPriority = priority;
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this.isHeal = isHeal;
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this.negativeDamage = negativeDamage;
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}
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public string OrderID { get; private set; }
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@@ -160,14 +173,20 @@ namespace OpenRA.Mods.RA
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{
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IsQueued = forceQueued;
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cursor = isHeal ? "heal" : "attack";
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if( self == target ) return false;
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if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromActor( target ) ) ) return false;
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if (forceAttack) return true;
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cursor = self.Info.Traits.Get<AttackBaseInfo>().Cursor;
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var targetableRelationship = isHeal ? Stance.Ally : Stance.Enemy;
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if (self == target)
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return false;
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return self.Owner.Stances[ target.Owner ] == targetableRelationship;
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if (!self.Trait<AttackBase>().HasAnyValidWeapons(Target.FromActor(target)))
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return false;
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if (forceAttack)
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return true;
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var targetableRelationship = negativeDamage ? Stance.Ally : Stance.Enemy;
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return self.Owner.Stances[target.Owner] == targetableRelationship;
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}
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public bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueued, ref string cursor)
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@@ -177,12 +196,16 @@ namespace OpenRA.Mods.RA
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IsQueued = forceQueued;
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cursor = isHeal ? "heal" : "attack";
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if( isHeal ) return false;
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if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromCell( location ) ) ) return false;
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cursor = self.Info.Traits.Get<AttackBaseInfo>().Cursor;
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if( forceAttack )
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if( self.Info.Traits.Get<AttackBaseInfo>().CanAttackGround )
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if (negativeDamage)
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return false;
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if (!self.Trait<AttackBase>().HasAnyValidWeapons(Target.FromCell(location)))
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return false;
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if (forceAttack)
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if (self.Info.Traits.Get<AttackBaseInfo>().CanAttackGround)
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return true;
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return false;
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