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.RA.Activities;
using OpenRA.Traits;
@@ -19,6 +21,7 @@ namespace OpenRA.Mods.RA.Traits
{
[Desc("Leap speed (in units/tick).")]
public readonly WDist Speed = new WDist(426);
public readonly WAngle Angle = WAngle.FromDegrees(20);
public override object Create(ActorInitializer init) { return new AttackLeap(init.Self, this); }
@@ -34,12 +37,12 @@ namespace OpenRA.Mods.RA.Traits
this.info = info;
}
public override void DoAttack(Actor self, Target target)
public override void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
{
if (target.Type != TargetType.Actor || !CanAttack(self, target))
return;
var a = ChooseArmamentForTarget(target);
var a = ChooseArmamentsForTarget(target, true).FirstOrDefault();
if (a == null)
return;