moved AutoTarget/AutoHeal to ra

This commit is contained in:
Chris Forbes
2010-05-20 18:28:57 +12:00
parent b1327378ed
commit d008fd9eed
6 changed files with 8 additions and 7 deletions

View File

@@ -209,8 +209,6 @@
<Compile Include="Traits\Attack\AttackInfo.cs" />
<Compile Include="Traits\Attack\AttackPlane.cs" />
<Compile Include="Traits\Attack\AttackTurreted.cs" />
<Compile Include="Traits\AI\AutoHeal.cs" />
<Compile Include="Traits\AI\AutoTarget.cs" />
<Compile Include="Traits\Modifiers\BelowUnits.cs" />
<Compile Include="Traits\Buildable.cs" />
<Compile Include="Traits\Building.cs" />

View File

@@ -1,75 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Linq;
using OpenRA.Traits.Activities;
namespace OpenRA.Traits
{
class AutoHealInfo : TraitInfo<AutoHeal> { }
class AutoHeal : ITick
{
void AttackTarget(Actor self, Actor target)
{
var attack = self.traits.Get<AttackBase>();
if (target != null)
attack.ResolveOrder(self, new Order("Attack", self, target));
else
if (self.GetCurrentActivity() is Attack)
self.CancelActivity();
}
bool NeedsNewTarget(Actor self)
{
var attack = self.traits.Get<AttackBase>();
var range = Util.GetMaximumRange(self);
if (attack.target == null)
return true; // he's dead.
if ((attack.target.Location - self.Location).LengthSquared > range * range + 2)
return true; // wandered off faster than we could follow
if (attack.target.Health == attack.target.Info.Traits.Get<OwnedActorInfo>().HP)
return true; // fully healed
return false;
}
public void Tick(Actor self)
{
var range = Util.GetMaximumRange(self);
if (NeedsNewTarget(self))
AttackTarget(self, ChooseTarget(self, range));
}
Actor ChooseTarget(Actor self, float range)
{
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return inRange
.Where(a => a != self && self.Owner.Stances[ a.Owner ] == Stance.Ally)
.Where(a => Combat.HasAnyValidWeapons(self, a))
.Where(a => a.Health < a.Info.Traits.Get<OwnedActorInfo>().HP)
.OrderBy(a => (a.Location - self.Location).LengthSquared)
.FirstOrDefault();
}
}
}

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@@ -1,90 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Linq;
using System.Drawing;
namespace OpenRA.Traits
{
class AutoTargetInfo : TraitInfo<AutoTarget>
{
public readonly float ScanTimeAverage = 2f;
public readonly float ScanTimeSpread = .5f;
}
class AutoTarget : ITick, INotifyDamage
{
[Sync]
int nextScanTime = 0;
void AttackTarget(Actor self, Actor target)
{
var attack = self.traits.Get<AttackBase>();
if (target != null)
attack.ResolveOrder(self, new Order("Attack", self, target));
}
public void Tick(Actor self)
{
if (!self.IsIdle) return;
if (--nextScanTime <= 0)
{
var attack = self.traits.Get<AttackBase>();
var range = Util.GetMaximumRange(self);
if (attack.target == null ||
(attack.target.Location - self.Location).LengthSquared > range * range)
AttackTarget(self, ChooseTarget(self, range));
var info = self.Info.Traits.Get<AutoTargetInfo>();
nextScanTime = (int)(25 * (info.ScanTimeAverage +
(self.World.SharedRandom.NextDouble() * 2 - 1) * info.ScanTimeSpread));
}
}
Actor ChooseTarget(Actor self, float range)
{
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return inRange
.Where(a => a.Owner != null && self.Owner.Stances[ a.Owner ] == Stance.Enemy)
.Where(a => Combat.HasAnyValidWeapons(self, a))
.Where(a => !a.traits.Contains<Cloak>() || !a.traits.Get<Cloak>().Cloaked)
.OrderBy(a => (a.Location - self.Location).LengthSquared)
.FirstOrDefault();
}
public void Damaged(Actor self, AttackInfo e)
{
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, 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;
if (e.Damage < 0) return; // don't retaliate against healers
AttackTarget(self, e.Attacker);
}
}
}

View File

@@ -21,7 +21,7 @@
namespace OpenRA.Traits.Activities
{
/* non-turreted attack */
class Attack : IActivity
public class Attack : IActivity
{
Actor Target;
int Range;

View File

@@ -33,7 +33,7 @@ namespace OpenRA.Traits
public object Create(Actor self) { return new Cloak(self); }
}
class Cloak : IRenderModifier, INotifyAttack, ITick, INotifyDamage
public class Cloak : IRenderModifier, INotifyAttack, ITick, INotifyDamage
{
[Sync]
int remainingTime;