Give the mechanic a wrench icon instead of red-cross

closes #3133

don't try to guess hard-coded cursors from weapon damage
This commit is contained in:
Matthias Mailänder
2013-04-21 11:35:33 +02:00
parent 0c7b552471
commit c7900b2cc0
4 changed files with 53 additions and 37 deletions

View File

@@ -20,6 +20,7 @@ namespace OpenRA.Mods.RA
public abstract class AttackBaseInfo : ITraitInfo
{
public readonly bool CanAttackGround = true;
public readonly string Cursor = "attack";
public abstract object Create(ActorInitializer init);
}
@@ -41,10 +42,17 @@ namespace OpenRA.Mods.RA
protected virtual bool CanAttack(Actor self, Target target)
{
if (!self.IsInWorld) return false;
if (!target.IsValid) return false;
if (Armaments.All(a => a.IsReloading)) return false;
if (self.IsDisabled()) return false;
if (!self.IsInWorld)
return false;
if (!target.IsValid)
return false;
if (Armaments.All(a => a.IsReloading))
return false;
if (self.IsDisabled())
return false;
if (target.IsActor && target.Actor.HasTrait<ITargetable>() &&
!target.Actor.Trait<ITargetable>().TargetableBy(target.Actor,self))
@@ -96,19 +104,20 @@ namespace OpenRA.Mods.RA
if (Armaments.Count() == 0)
yield break;
bool isHeal = Armaments.First().Weapon.Warheads[0].Damage < 0;
yield return new AttackOrderTargeter("Attack", 6, isHeal);
var negativeDamage = (Armaments.First().Weapon.Warheads[0].Damage < 0);
yield return new AttackOrderTargeter("Attack", 6, negativeDamage);
}
}
public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued )
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if( order is AttackOrderTargeter )
if (order is AttackOrderTargeter)
{
if( target.IsActor )
if (target.IsActor)
return new Order("Attack", self, queued) { TargetActor = target.Actor };
else
return new Order( "Attack", self, queued ) { TargetLocation = target.CenterLocation.ToCPos() };
return new Order("Attack", self, queued) { TargetLocation = target.CenterLocation.ToCPos() };
}
return null;
}
@@ -135,22 +144,26 @@ namespace OpenRA.Mods.RA
public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.IsValidAgainst(self.World, t)); }
public void AttackTarget( Target target, bool queued, bool allowMove )
public void AttackTarget(Target target, bool queued, bool allowMove)
{
if( !target.IsValid ) return;
if (!queued) self.CancelActivity();
if (!target.IsValid)
return;
if (!queued)
self.CancelActivity();
self.QueueActivity(GetAttackActivity(self, target, allowMove));
}
class AttackOrderTargeter : IOrderTargeter
{
readonly bool isHeal;
readonly bool negativeDamage;
public AttackOrderTargeter( string order, int priority, bool isHeal )
public AttackOrderTargeter(string order, int priority, bool negativeDamage)
{
this.OrderID = order;
this.OrderPriority = priority;
this.isHeal = isHeal;
this.negativeDamage = negativeDamage;
}
public string OrderID { get; private set; }
@@ -160,14 +173,20 @@ namespace OpenRA.Mods.RA
{
IsQueued = forceQueued;
cursor = isHeal ? "heal" : "attack";
if( self == target ) return false;
if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromActor( target ) ) ) return false;
if (forceAttack) return true;
cursor = self.Info.Traits.Get<AttackBaseInfo>().Cursor;
var targetableRelationship = isHeal ? Stance.Ally : Stance.Enemy;
if (self == target)
return false;
return self.Owner.Stances[ target.Owner ] == targetableRelationship;
if (!self.Trait<AttackBase>().HasAnyValidWeapons(Target.FromActor(target)))
return false;
if (forceAttack)
return true;
var targetableRelationship = negativeDamage ? Stance.Ally : Stance.Enemy;
return self.Owner.Stances[target.Owner] == targetableRelationship;
}
public bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueued, ref string cursor)
@@ -177,12 +196,16 @@ namespace OpenRA.Mods.RA
IsQueued = forceQueued;
cursor = isHeal ? "heal" : "attack";
if( isHeal ) return false;
if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromCell( location ) ) ) return false;
cursor = self.Info.Traits.Get<AttackBaseInfo>().Cursor;
if( forceAttack )
if( self.Info.Traits.Get<AttackBaseInfo>().CanAttackGround )
if (negativeDamage)
return false;
if (!self.Trait<AttackBase>().HasAnyValidWeapons(Target.FromCell(location)))
return false;
if (forceAttack)
if (self.Info.Traits.Get<AttackBaseInfo>().CanAttackGround)
return true;
return false;

View File

@@ -189,16 +189,6 @@ Cursors:
length: 8
x: 12
y: 12
heal:
start:72
length: 8
x: 12
y: 12
heal-minimap:
start:72
length: 8
x: 12
y: 12
# Cursors that need minimap variants
deploy:

View File

@@ -106,6 +106,7 @@ MEDIC:
Armament:
Weapon: Heal
AttackMedic:
Cursor: ability
Passenger:
PipType: Blue
-AutoTarget:

View File

@@ -327,6 +327,7 @@ MEDI:
Armament:
Weapon: Heal
AttackMedic:
Cursor: heal
TakeCover:
-AutoTarget:
-DebugRetiliateAgainstAggressor:
@@ -365,6 +366,7 @@ MECH:
Armament:
Weapon: Repair
AttackMedic:
Cursor: repair
TakeCover:
-AutoTarget:
-DebugRetiliateAgainstAggressor: