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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@@ -65,6 +65,17 @@ namespace OpenRA.Mods.Common.Traits
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public WeaponInfo WeaponInfo { get; private set; }
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public WDist ModifiedRange { get; private set; }
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public readonly Stance TargetStances = Stance.Enemy;
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public readonly Stance ForceTargetStances = Stance.Enemy | Stance.Neutral | Stance.Ally;
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// TODO: instead of having multiple Armaments and unique AttackBase,
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// an actor should be able to have multiple AttackBases with
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// a single corresponding Armament each
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public readonly string Cursor = "attack";
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// TODO: same as above
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public readonly string OutsideRangeCursor = "attackoutsiderange";
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public override object Create(ActorInitializer init) { return new Armament(init.Self, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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