First step in the attack mechanism's refactor.
Enabled firing multiple armaments at a target simultaneously. Each armament defines own cursor for targeting. The force attack modifier influences armament choice for target. Autotargeting modified to handle firing multiple armaments simultaneously. As a consequence, healers (medics) no longer require separate Heal activity and AttackMedic and AutoHeal traits.
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@@ -8,6 +8,7 @@
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*/
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#endregion
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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@@ -21,15 +22,17 @@ namespace OpenRA.Mods.Common.Activities
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readonly AttackBase attack;
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readonly IMove move;
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readonly IFacing facing;
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readonly Armament armament;
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readonly WDist minRange;
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readonly IPositionable positionable;
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readonly bool forceAttack;
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public Attack(Actor self, Target target, Armament armament, bool allowMovement)
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WDist minRange;
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WDist maxRange;
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public Attack(Actor self, Target target, bool allowMovement, bool forceAttack)
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{
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Target = target;
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this.minRange = armament.Weapon.MinRange;
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this.armament = armament;
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this.forceAttack = forceAttack;
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attack = self.Trait<AttackBase>();
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facing = self.Trait<IFacing>();
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@@ -64,8 +67,16 @@ namespace OpenRA.Mods.Common.Activities
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if (!attack.Info.IgnoresVisibility && type == TargetType.Actor && !Target.Actor.Info.HasTraitInfo<FrozenUnderFogInfo>() && !self.Owner.CanTargetActor(Target.Actor))
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return NextActivity;
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// Drop the target once none of the weapons are effective against it
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var armaments = attack.ChooseArmamentsForTarget(Target, forceAttack);
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if (!armaments.Any())
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return NextActivity;
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// Update ranges
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minRange = armaments.Max(a => a.Weapon.MinRange);
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maxRange = armaments.Min(a => a.MaxRange());
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// Try to move within range
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var maxRange = armament.MaxRange();
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if (move != null && (!Target.IsInRange(self.CenterPosition, maxRange) || Target.IsInRange(self.CenterPosition, minRange)))
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return Util.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
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@@ -73,7 +84,7 @@ namespace OpenRA.Mods.Common.Activities
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if (facing.Facing != desiredFacing)
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return Util.SequenceActivities(new Turn(self, desiredFacing), this);
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attack.DoAttack(self, Target);
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attack.DoAttack(self, Target, armaments);
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return this;
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}
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