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.
This commit is contained in:
Matija Hustić
2015-07-23 18:43:17 +01:00
parent 36b7524d37
commit d94c645046
22 changed files with 238 additions and 205 deletions

View File

@@ -8,6 +8,8 @@
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.D2k.Activities;
using OpenRA.Traits;
@@ -24,6 +26,7 @@ namespace OpenRA.Mods.D2k.Traits
public readonly int AttackTime = 30;
public readonly string WormAttackSound = "Worm.wav";
public readonly string WormAttackNotification = "WormAttack";
public override object Create(ActorInitializer init) { return new AttackSwallow(init.Self, this); }
@@ -39,7 +42,7 @@ namespace OpenRA.Mods.D2k.Traits
Info = info;
}
public override void DoAttack(Actor self, Target target)
public override void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
{
// This is so that the worm does not launch an attack against a target that has reached solid rock
if (target.Type != TargetType.Actor || !CanAttack(self, target))
@@ -48,7 +51,7 @@ namespace OpenRA.Mods.D2k.Traits
return;
}
var a = ChooseArmamentForTarget(target);
var a = ChooseArmamentsForTarget(target, true).FirstOrDefault();
if (a == null)
return;