Made AutoTarget upgradable

This commit is contained in:
reaperrr
2016-05-14 02:12:18 +02:00
parent 6682a4e97e
commit d5915431dd

View File

@@ -17,7 +17,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("The actor will automatically engage the enemy when it is in range.")]
public class AutoTargetInfo : ITraitInfo, Requires<AttackBaseInfo>, UsesInit<StanceInit>
public class AutoTargetInfo : UpgradableTraitInfo, Requires<AttackBaseInfo>, UsesInit<StanceInit>
{
[Desc("It will try to hunt down the enemy if it is not set to defend.")]
public readonly bool AllowMovement = true;
@@ -45,14 +45,13 @@ namespace OpenRA.Mods.Common.Traits
public readonly bool TargetWhenDamaged = true;
public object Create(ActorInitializer init) { return new AutoTarget(init, this); }
public override object Create(ActorInitializer init) { return new AutoTarget(init, this); }
}
public enum UnitStance { HoldFire, ReturnFire, Defend, AttackAnything }
public class AutoTarget : INotifyIdle, INotifyDamage, ITick, IResolveOrder, ISync
public class AutoTarget : UpgradableTrait<AutoTargetInfo>, INotifyIdle, INotifyDamage, ITick, IResolveOrder, ISync
{
readonly AutoTargetInfo info;
readonly AttackBase attack;
readonly AttackFollow at;
[Sync] int nextScanTime = 0;
@@ -65,9 +64,9 @@ namespace OpenRA.Mods.Common.Traits
public UnitStance PredictedStance;
public AutoTarget(ActorInitializer init, AutoTargetInfo info)
: base(info)
{
var self = init.Self;
this.info = info;
attack = self.Trait<AttackBase>();
if (init.Contains<StanceInit>())
@@ -81,13 +80,16 @@ namespace OpenRA.Mods.Common.Traits
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "SetUnitStance" && info.EnableStances)
if (order.OrderString == "SetUnitStance" && Info.EnableStances)
Stance = (UnitStance)order.ExtraData;
}
public void Damaged(Actor self, AttackInfo e)
{
if (!self.IsIdle || !info.TargetWhenDamaged)
if (IsTraitDisabled)
return;
if (!self.IsIdle || !Info.TargetWhenDamaged)
return;
var attacker = e.Attacker;
@@ -115,23 +117,29 @@ namespace OpenRA.Mods.Common.Traits
return;
Aggressor = attacker;
var allowMove = info.AllowMovement && Stance != UnitStance.Defend;
if (at == null || !at.IsReachableTarget(at.Target, allowMove))
var allowMove = Info.AllowMovement && Stance != UnitStance.Defend;
Attack(self, Aggressor, allowMove);
}
public void TickIdle(Actor self)
{
if (Stance < UnitStance.Defend || !info.TargetWhenIdle)
if (IsTraitDisabled)
return;
if (Stance < UnitStance.Defend || !Info.TargetWhenIdle)
return;
var allowMove = info.AllowMovement && Stance != UnitStance.Defend;
if (at == null || !at.IsReachableTarget(at.Target, allowMove))
var allowMove = Info.AllowMovement && Stance != UnitStance.Defend;
ScanAndAttack(self, allowMove);
}
public void Tick(Actor self)
{
if (IsTraitDisabled)
return;
if (nextScanTime > 0)
--nextScanTime;
}
@@ -140,13 +148,13 @@ namespace OpenRA.Mods.Common.Traits
{
if (nextScanTime <= 0)
{
nextScanTime = self.World.SharedRandom.Next(info.MinimumScanTimeInterval, info.MaximumScanTimeInterval);
nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval);
// If we can't attack right now, there's no need to try and find a target.
var attackStances = attack.UnforcedAttackTargetStances();
if (attackStances != OpenRA.Traits.Stance.None)
{
var range = info.ScanRadius > 0 ? WDist.FromCells(info.ScanRadius) : attack.GetMaximumRange();
var range = Info.ScanRadius > 0 ? WDist.FromCells(Info.ScanRadius) : attack.GetMaximumRange();
return ChooseTarget(self, attackStances, range, allowMove);
}
}