Remove unused stance code
This commit is contained in:
@@ -64,8 +64,6 @@
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<Compile Include="Strategic\StrategicVictoryConditions.cs" />
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<Compile Include="Strategic\StrategicPoint.cs" />
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<Compile Include="ProximityCapturable.cs" />
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<Compile Include="UnitStances\UnitStanceDefensive.cs" />
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<Compile Include="UnitStances\UnitStanceAggressive.cs" />
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<Compile Include="Air\Fly.cs" />
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<Compile Include="Air\FlyAttack.cs" />
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<Compile Include="Air\FlyTimed.cs" />
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@@ -87,7 +85,6 @@
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<Compile Include="Activities\Turn.cs" />
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<Compile Include="Activities\UnloadCargo.cs" />
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<Compile Include="Activities\Wait.cs" />
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<Compile Include="UnitStances\UnitStance.cs" />
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<Compile Include="AttackBase.cs" />
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<Compile Include="AttackMove.cs" />
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<Compile Include="BaseBuilding.cs" />
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@@ -102,10 +99,6 @@
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<Compile Include="Buildings\Sell.cs" />
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<Compile Include="Buildings\TechTree.cs" />
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<Compile Include="Buildings\Util.cs" />
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<Compile Include="UnitStances\AssignUnitStance.cs" />
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<Compile Include="UnitStances\UnitStanceHoldFire.cs" />
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<Compile Include="UnitStances\UnitStanceReturnFire.cs" />
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<Compile Include="UnitStances\UnitStanceHoldGround.cs" />
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<Compile Include="ProximityCaptor.cs" />
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<Compile Include="Valued.cs" />
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<Compile Include="Combat.cs" />
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@@ -1,29 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.UnitStances
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{
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public class AssignUnitStanceInfo : TraitInfo<AssignUnitStance>
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{
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}
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public class AssignUnitStance : INotifyProduction
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{
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public void UnitProduced(Actor self, Actor other, int2 exit)
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{
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var stance = UnitStance.GetActive(self);
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if (stance == null)
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return;
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var target = other.TraitsImplementing<UnitStance>().Where(t => t.GetType() == stance.GetType()).FirstOrDefault();
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if (target == null)
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return;
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target.Activate(other);
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}
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}
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}
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@@ -1,313 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class UnitStanceInfo : ITraitInfo, ITraitPrerequisite<AttackBaseInfo>
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{
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public readonly bool Default = false;
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public readonly int ScanDelayMin = 12;
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public readonly int ScanDelayMax = 24;
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#region ITraitInfo Members
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public virtual object Create(ActorInitializer init)
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{
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throw new Exception("UnitStanceInfo: Override me!");
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}
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#endregion
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}
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public abstract class UnitStance : ITick, IResolveOrder, ISelectionColorModifier, IPostRenderSelection, ISync
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{
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[Sync]
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public int NextScanTime;
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public UnitStanceInfo Info { get; protected set; }
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public abstract Color SelectionColor { get; }
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[Sync]
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public bool AllowMultiTrigger { get; protected set; }
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#region ITick Members
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protected UnitStance(Actor self, UnitStanceInfo info)
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{
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Info = info;
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Active = Info.Default;
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}
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public virtual void Tick(Actor self)
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{
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if (!Active) return;
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TickScan(self);
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OnTick(self);
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}
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protected virtual void OnTick(Actor self)
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{
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}
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private void TickScan(Actor self)
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{
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NextScanTime--;
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if (NextScanTime <= 0)
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{
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NextScanTime = GetNextScanTime(self);
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OnScan(self);
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}
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}
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private int GetNextScanTime(Actor self)
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{
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return self.World.SharedRandom.Next(Info.ScanDelayMin, Info.ScanDelayMax+1);
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}
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#endregion
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#region IUnitStance Members
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public bool Active { get; set; }
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public virtual bool IsDefault
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{
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get { return Info.Default; }
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}
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public virtual void Activate(Actor self)
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{
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if (Active && !AllowMultiTrigger) return;
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Active = true;
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NextScanTime = 0;
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DeactivateOthers(self);
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OnActivate(self);
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}
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public virtual void Deactivate(Actor self)
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{
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if (Active)
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{
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Active = false;
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}
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}
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#endregion
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public virtual void DeactivateOthers(Actor self)
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{
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DeactivateOthers(self, this);
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}
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public static bool IsActive<T>(Actor self) where T : UnitStance
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{
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var stance = self.TraitOrDefault<T>();
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return stance != null && stance.Active;
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}
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public static void DeactivateOthers(Actor self, UnitStance stance)
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{
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self.TraitsImplementing<UnitStance>().Where(t => t != stance).Do(t => t.Deactivate(self));
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}
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public abstract string OrderString { get; }
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public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity, bool allowTargetSwitch, bool holdStill)
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{
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if (!self.IsIdle && !allowActivity) return false;
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if (e.Attacker.Destroyed) return false;
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var attack = self.TraitOrDefault<AttackBase>();
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// this unit cannot fight back at all (no guns)
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if (attack == null) return false;
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// if attacking already and force was used, return (ie to respond to attacks while moving around)
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if (attack.IsAttacking && (!allowTargetSwitch)) return false;
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// don't fight back if we dont have the guns to do so
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if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return false;
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// don't retaliate against allies
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if (self.Owner.Stances[e.Attacker.Owner] == Stance.Ally) return false;
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// don't retaliate against healers
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if (e.Damage < 0) return false;
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// perform the attack
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AttackTarget(self, e.Attacker, holdStill);
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return true;
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}
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public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity, bool allowTargetSwitch)
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{
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return ReturnFire(self, e, allowActivity, allowTargetSwitch, false);
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}
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public static bool ReturnFire(Actor self, AttackInfo e, bool allowActivity)
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{
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return ReturnFire(self, e, allowActivity, false);
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}
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public static UnitStance GetActive(Actor self)
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{
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return self.TraitsImplementing<UnitStance>().Where(t => t.Active).FirstOrDefault();
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}
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public static void AttackTarget(Actor self, Actor target, bool holdStill)
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{
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if (target != null)
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self.Trait<AttackBase>().AttackTarget(Target.FromActor(target), false, !holdStill);
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}
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public static void StopAttack(Actor self)
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{
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if (self.GetCurrentActivity() is Activities.Attack)
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self.GetCurrentActivity().Cancel(self);
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}
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/// <summary>
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/// Called when on the first tick after the stance has been activated
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/// </summary>
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/// <param name="self"></param>
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protected virtual void OnScan(Actor self)
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{
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}
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/// <summary>
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/// Called when on the first tick after the stance has been activated
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/// </summary>
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/// <param name="self"></param>
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protected virtual void OnActivate(Actor self)
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{
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}
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public static Actor ScanForTarget(Actor self)
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{
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return self.Trait<AttackBase>().ScanForTarget(self, null);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == OrderString)
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{
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// Its our order, activate the stance
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Activate(self);
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return; // Do not call OnOrder on our own stance order
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}
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if (!Active) return;
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OnOrder(self, order);
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}
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protected virtual void OnOrder(Actor self, Order order)
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{
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}
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public static void OrderStance(Actor self, UnitStance stance)
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{
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self.World.IssueOrder(new Order(stance.OrderString, self, false));
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}
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public Color GetSelectionColorModifier(Actor self, Color defaultColor)
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{
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if (self.World.LocalPlayer != null && self.Owner.Stances[self.World.LocalPlayer] != Stance.Ally)
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return defaultColor;
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return Active ? SelectionColor : defaultColor;
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}
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public void RenderAfterWorld(WorldRenderer wr, Actor self)
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{
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if (!Active) return;
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if (!self.IsInWorld) return;
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if (self.World.LocalPlayer != null && self.Owner.Stances[self.World.LocalPlayer] != Stance.Ally)
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return;
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RenderStance(self);
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}
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protected virtual string Shape
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{
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get { return "xxxx\nx x\nx x\nxxxx"; }
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}
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private void RenderStance(Actor self)
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{
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var bounds = self.GetBounds(false);
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var loc = new float2(bounds.Left, bounds.Top) + new float2(0, 1);
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var max = Math.Max(bounds.Height, bounds.Width);
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var shape = Shape;
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// 'Resize' for large actors
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if (max >= Game.CellSize)
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{
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shape = shape.Replace(" ", " ");
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shape = shape.Replace("x", "xx");
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}
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var color = Color.FromArgb(125, Color.Black);
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int y = 0;
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var shapeLines = shape.Split('\n');
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foreach (var shapeLine in shapeLines)
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{
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for (int yt = 0; yt < ((max >= Game.CellSize) ? 2 : 1); yt++)
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{
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int x = 0;
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foreach (var shapeKey in shapeLine)
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{
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if (shapeKey == 'x')
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{
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Game.Renderer.LineRenderer.DrawLine(loc + new float2(x, y), loc + new float2(x + 1f, y), color, color);
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}
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x++;
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}
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y++;
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}
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}
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y = 0;
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shapeLines = shape.Split('\n');
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color = SelectionColor;
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foreach (var shapeLine in shapeLines)
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{
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for (int yt = 0; yt < ((max >= Game.CellSize) ? 2 : 1); yt++)
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{
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int x = 0;
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foreach (var shapeKey in shapeLine)
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{
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if (shapeKey == 'x')
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{
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Game.Renderer.LineRenderer.DrawLine(loc + new float2(x + 1, y + 1), loc + new float2(x + 1 + 1f, y + 1), color, color);
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}
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x++;
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}
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y++;
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}
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}
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}
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}
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}
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@@ -1,72 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class UnitStanceAggressiveInfo : UnitStanceInfo
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{
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public override object Create(ActorInitializer init) { return new UnitStanceAggressive(init.self, this); }
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}
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/// <summary>
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/// Inherits the Return Fire damage handler!
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/// </summary>
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public class UnitStanceAggressive : UnitStance, INotifyDamage
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{
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public UnitStanceAggressive(Actor self, UnitStanceAggressiveInfo info)
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: base(self, info)
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{
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RankAnim = new Animation("rank");
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RankAnim.PlayFetchIndex("rank", () => 3 - 1);
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}
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protected Animation RankAnim { get; set; }
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public override string OrderString
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{
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get { return "StanceAggressive"; }
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}
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protected override void OnScan(Actor self)
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{
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if (!self.IsIdle) return;
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if (!self.HasTrait<AttackBase>()) return;
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var target = ScanForTarget(self);
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if (target == null)
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return;
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AttackTarget(self, target, false);
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}
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protected override void OnActivate(Actor self)
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{
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if (!self.HasTrait<AttackBase>()) return;
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if (self.Trait<AttackBase>().IsAttacking)
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StopAttack(self);
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}
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public virtual void Damaged(Actor self, AttackInfo e)
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{
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if (!Active) return;
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if (!self.HasTrait<AttackBase>()) return;
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ReturnFire(self, e, false); // only triggers when standing still
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}
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public override Color SelectionColor
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{
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get { return Color.Red; }
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}
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protected override string Shape
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{
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get { return "x x\n xx \n xx \nx x"; }
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}
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}
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}
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@@ -1,163 +0,0 @@
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using System;
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using System.Drawing;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class UnitStanceDefensiveInfo : UnitStanceInfo
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{
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public override object Create(ActorInitializer init) { return new UnitStanceDefensive(init.self, this); }
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public readonly int MaxDistance = 5;
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}
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/// <summary>
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/// Return Fire
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///
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/// Will fire only when fired upon
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/// </summary>
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public class UnitStanceDefensive : UnitStance, INotifyDamage, ISync
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{
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public enum ETargetType
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{
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None,
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Location,
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Actor
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}
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[Sync] public int MaxDistance;
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public Target DefendTarget = Target.None;
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public ETargetType TargetType = ETargetType.None;
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public bool WaitingForIdle = false;
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[Sync]
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public bool IsReturning { get; protected set; }
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public UnitStanceDefensive(Actor self, UnitStanceDefensiveInfo info)
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: base(self, info)
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{
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MaxDistance = info.MaxDistance;
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base.AllowMultiTrigger = true;
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}
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protected override void OnActivate(Actor self)
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{
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DefendThis(self.CenterLocation);
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if (!self.IsIdle)
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WaitForIdle();
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}
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protected void DefendThis(int2 target)
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{
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DefendTarget = Target.FromPos(target);
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TargetType = ETargetType.Location;
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}
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protected void DefendThis(Actor target)
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{
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DefendTarget = Target.FromActor(target);
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TargetType = ETargetType.Actor;
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}
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protected override void OnScan(Actor self)
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{
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if (TargetType == ETargetType.None) return;
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if (IsReturning) return;
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if (!self.IsIdle) return;
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if (!self.HasTrait<AttackBase>()) return;
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var target = ScanForTarget(self);
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if (target == null)
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return;
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AttackTarget(self, target, false);
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}
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protected override void OnTick(Actor self)
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{
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if (!self.HasTrait<AttackBase>()) return;
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// when the unit is doing nothing or the target actor is gone, tell him to defend the current location
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if ((WaitingForIdle && self.IsIdle) || (self.IsIdle && (TargetType == ETargetType.Actor && !DefendTarget.IsValid)))
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{
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IsReturning = false;
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WaitingForIdle = false;
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DefendThis(self.CenterLocation);
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return;
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}
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if (IsReturning && self.IsIdle)
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{
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IsReturning = false;
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}
|
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|
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if (TargetType != ETargetType.None)
|
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{
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if ((self.CenterLocation - DefendTarget.CenterLocation).Length > MaxDistance * Game.CellSize)
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{
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Return(self);
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}
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}
|
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}
|
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|
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protected override void OnOrder(Actor self, Order order)
|
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{
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WaitForIdle();
|
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}
|
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|
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private void WaitForIdle()
|
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{
|
||||
// could be an attack or move order ... => 'disable' the stance for now (invalidate the target)
|
||||
DefendTarget = Target.None;
|
||||
TargetType = ETargetType.None;
|
||||
WaitingForIdle = true;
|
||||
}
|
||||
|
||||
public void Damaged(Actor self, AttackInfo e)
|
||||
{
|
||||
if (!Active) return;
|
||||
if (TargetType == ETargetType.None) return;
|
||||
if (IsReturning) return;
|
||||
if (!self.HasTrait<AttackBase>()) return;
|
||||
|
||||
ReturnFire(self, e, false); // only triggers when standing still
|
||||
}
|
||||
|
||||
public override string OrderString
|
||||
{
|
||||
get { return "StanceDefensive"; }
|
||||
}
|
||||
|
||||
public override Color SelectionColor
|
||||
{
|
||||
get { return Color.LightGoldenrodYellow; }
|
||||
}
|
||||
|
||||
protected override string Shape
|
||||
{
|
||||
get { return "xxxx\nxxxx"; }
|
||||
}
|
||||
|
||||
protected void Return(Actor self)
|
||||
{
|
||||
if ((TargetType == ETargetType.None) || (!DefendTarget.IsValid && (TargetType == ETargetType.Actor && !DefendTarget.IsValid))) return;
|
||||
IsReturning = true;
|
||||
|
||||
var attackBase = self.TraitOrDefault<AttackBase>();
|
||||
|
||||
|
||||
|
||||
// Reset the attack target => otherwise it will not pick up enemies anymore!
|
||||
|
||||
// This should result in unsetting the target (could do it directly, this seems more 'valid')
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
self.CancelActivity();
|
||||
attackBase.ResolveOrder(self, new Order("Stop", self, false));
|
||||
self.QueueActivity(self.Trait<Mobile>().MoveWithinRange(DefendTarget, 1));
|
||||
WaitForIdle();
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,48 +0,0 @@
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
public class UnitStanceHoldFireInfo : UnitStanceInfo
|
||||
{
|
||||
public override object Create(ActorInitializer init) { return new UnitStanceHoldFire(init.self, this); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hold Fire
|
||||
///
|
||||
/// Will not perform any attacks automaticly
|
||||
/// </summary>
|
||||
public class UnitStanceHoldFire : UnitStance, ISelectionColorModifier
|
||||
{
|
||||
public UnitStanceHoldFire(Actor self, UnitStanceHoldFireInfo info)
|
||||
: base(self, info)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override string OrderString
|
||||
{
|
||||
get { return "StanceHoldFire"; }
|
||||
}
|
||||
|
||||
protected override void OnActivate(Actor self)
|
||||
{
|
||||
if (!self.HasTrait<AttackBase>()) return;
|
||||
|
||||
if (self.Trait<AttackBase>().IsAttacking)
|
||||
StopAttack(self);
|
||||
}
|
||||
|
||||
public override Color SelectionColor
|
||||
{
|
||||
get { return Color.SpringGreen; }
|
||||
}
|
||||
|
||||
protected override string Shape
|
||||
{
|
||||
get { return " xx \nxxxx\n xx "; }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,65 +0,0 @@
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using OpenRA.Mods.RA.Move;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
public class UnitStanceHoldGroundInfo : UnitStanceInfo
|
||||
{
|
||||
public override object Create(ActorInitializer init) { return new UnitStanceHoldGround(init.self, this); }
|
||||
}
|
||||
|
||||
public class UnitStanceHoldGround : UnitStance, INotifyDamage
|
||||
{
|
||||
public UnitStanceHoldGround(Actor self, UnitStanceHoldGroundInfo info)
|
||||
: base(self, info)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
public override string OrderString
|
||||
{
|
||||
get { return "StanceHoldGround"; }
|
||||
}
|
||||
|
||||
protected override void OnScan(Actor self)
|
||||
{
|
||||
if (!self.IsIdle) return;
|
||||
if (!self.HasTrait<AttackBase>()) return;
|
||||
|
||||
var target = ScanForTarget(self);
|
||||
if (target == null)
|
||||
return;
|
||||
|
||||
AttackTarget(self, target, true);
|
||||
}
|
||||
|
||||
protected override void OnActivate(Actor self)
|
||||
{
|
||||
if (!self.HasTrait<AttackBase>()) return;
|
||||
|
||||
if (self.Trait<AttackBase>().IsAttacking)
|
||||
StopAttack(self);
|
||||
}
|
||||
|
||||
public void Damaged(Actor self, AttackInfo e)
|
||||
{
|
||||
if (!Active) return;
|
||||
if (!self.HasTrait<AttackBase>()) return;
|
||||
|
||||
ReturnFire(self, e, false, false, true); // only triggers when standing still
|
||||
}
|
||||
|
||||
public override Color SelectionColor
|
||||
{
|
||||
get { return Color.Yellow; }
|
||||
}
|
||||
|
||||
protected override string Shape
|
||||
{
|
||||
get { return "xxx\nx x\nx x\nxxx"; }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,47 +0,0 @@
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
public class UnitStanceReturnFireInfo : UnitStanceInfo
|
||||
{
|
||||
public override object Create(ActorInitializer init) { return new UnitStanceReturnFire(init.self, this); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return Fire
|
||||
///
|
||||
/// Will fire only when fired upon
|
||||
/// </summary>
|
||||
public class UnitStanceReturnFire : UnitStance, INotifyDamage, ISelectionColorModifier
|
||||
{
|
||||
public UnitStanceReturnFire(Actor self, UnitStanceReturnFireInfo info)
|
||||
: base(self, info)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Damaged(Actor self, AttackInfo e)
|
||||
{
|
||||
if (!Active) return;
|
||||
if (!self.HasTrait<AttackBase>()) return;
|
||||
|
||||
ReturnFire(self, e, false); // only triggers when standing still
|
||||
}
|
||||
|
||||
public override string OrderString
|
||||
{
|
||||
get { return "StanceReturnFire"; }
|
||||
}
|
||||
|
||||
public override Color SelectionColor
|
||||
{
|
||||
get { return Color.Orange; }
|
||||
}
|
||||
protected override string Shape
|
||||
{
|
||||
get { return "xxx\nxxx\nxxx\n x \n x \n\nxxx \nxxx "; }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,11 +14,6 @@ namespace OpenRA.Mods.RA.Widgets
|
||||
|
||||
public char AttackMoveKey = 'a';
|
||||
public char StopKey = 's';
|
||||
public char HoldGroundKey = 'g'; // Hold (G)round
|
||||
public char DefensiveKey = 'd'; // (D)efensive
|
||||
public char AggressiveKey = 'a'; // (A)ggressive
|
||||
public char ReturnFireKey = 'r'; // (R)eturn Fire
|
||||
public char HoldFireKey = 'h'; // (h)old fire
|
||||
public readonly OrderManager OrderManager;
|
||||
|
||||
[ObjectCreator.UseCtor]
|
||||
@@ -52,56 +47,10 @@ namespace OpenRA.Mods.RA.Widgets
|
||||
if (e.KeyChar == StopKey)
|
||||
return PerformStop();
|
||||
}
|
||||
|
||||
/* // command: GuardStance
|
||||
if (e.KeyChar == HoldGroundKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
|
||||
{
|
||||
return EnableStance<UnitStanceHoldGround>();
|
||||
}
|
||||
|
||||
// command: AggressiveStance
|
||||
if (e.KeyChar == AggressiveKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
|
||||
{
|
||||
return EnableStance<UnitStanceAggressive>();
|
||||
}
|
||||
|
||||
// stance: Return Fire
|
||||
// description: Fires only when fired upon, stops firing if no longer under attack
|
||||
if (e.KeyChar == ReturnFireKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
|
||||
{
|
||||
return EnableStance<UnitStanceReturnFire>();
|
||||
}
|
||||
|
||||
// stance: Hold Fire
|
||||
// description: Prevents attacking (ie no autotarget is being done)
|
||||
if (e.KeyChar == HoldFireKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
|
||||
{
|
||||
return EnableStance<UnitStanceHoldFire>();
|
||||
}
|
||||
|
||||
// stance: Defensive
|
||||
if (e.KeyChar == DefensiveKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
|
||||
{
|
||||
return EnableStance<UnitStanceDefensive>();
|
||||
} */
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//bool EnableStance<T>() where T : UnitStance
|
||||
//{
|
||||
// if (World.Selection.Actors.Count() == 0)
|
||||
// return false;
|
||||
|
||||
// var traits =
|
||||
// World.Selection.Actors.Where(a => !a.Destroyed && a.Owner == World.LocalPlayer && a.TraitOrDefault<T>() != null && !UnitStance.IsActive<T>(a)).
|
||||
// Select(a => new Pair<Actor, T>(a, a.TraitOrDefault<T>()) );
|
||||
|
||||
// World.AddFrameEndTask(w => traits.Do(p => UnitStance.OrderStance(p.First, p.Second)));
|
||||
|
||||
// return traits.Any();
|
||||
//}
|
||||
|
||||
bool PerformAttackMove()
|
||||
{
|
||||
World.OrderGenerator = new GenericSelectTarget(World.Selection.Actors, "AttackMove",
|
||||
|
||||
Reference in New Issue
Block a user