moved AutoTarget/AutoHeal to ra
This commit is contained in:
@@ -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" />
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -21,7 +21,7 @@
|
||||
namespace OpenRA.Traits.Activities
|
||||
{
|
||||
/* non-turreted attack */
|
||||
class Attack : IActivity
|
||||
public class Attack : IActivity
|
||||
{
|
||||
Actor Target;
|
||||
int Range;
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user