RA - AppearsFriendlyTo and AppearsHostileTo actor extensions

This commit is contained in:
alzeih
2011-03-13 15:37:24 +13:00
parent cf8cfdc42d
commit f4e4f987be
6 changed files with 56 additions and 4 deletions

View File

@@ -0,0 +1,51 @@
using System;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public static class ActorExts
{
public static bool AppearsFriendlyTo(this Actor self, Actor toActor)
{
if (self.HasTrait<Spy>())
{
if (self.Trait<Spy>().Disguised)
{
//TODO: check if we can see through disguise
if ( toActor.Owner.Stances[self.Trait<Spy>().disguisedAsPlayer] == Stance.Ally)
return true;
}
else
{
if (toActor.Owner.Stances[self.Owner] == Stance.Ally)
return true;
}
return false;
}
return toActor.Owner.Stances[self.Owner] == Stance.Ally;
}
public static bool AppearsHostileTo(this Actor self, Actor toActor)
{
if (self.HasTrait<Spy>())
{
if (toActor.Owner.Stances[self.Owner] == Stance.Ally)
return false;
if (self.Trait<Spy>().Disguised)
{
//TODO: check if we can see through disguise
if ( toActor.Owner.Stances[self.Trait<Spy>().disguisedAsPlayer] == Stance.Enemy)
return true;
}
else
{
if (toActor.Owner.Stances[self.Owner] == Stance.Enemy)
return true;
}
return false;
}
return toActor.Owner.Stances[self.Owner] == Stance.Enemy;
}
}
}

View File

@@ -222,7 +222,7 @@ namespace OpenRA.Mods.RA
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range); var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return inRange return inRange
.Where(a => a.Owner != null && self.Owner.Stances[a.Owner] == Stance.Enemy) .Where(a => a.Owner != null && a.AppearsHostileTo(self))
.Where(a => !a.HasTrait<AutoTargetIgnore>()) .Where(a => !a.HasTrait<AutoTargetIgnore>())
.Where(a => HasAnyValidWeapons(Target.FromActor(a))) .Where(a => HasAnyValidWeapons(Target.FromActor(a)))
.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared) .OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)

View File

@@ -24,7 +24,7 @@ namespace OpenRA.Mods.RA
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * attack.GetMaximumRange()); var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * attack.GetMaximumRange());
var target = inRange var target = inRange
.Where(a => a != self && self.Owner.Stances[a.Owner] == Stance.Ally) .Where(a => a != self && a.AppearsFriendlyTo(self))
.Where(a => a.IsInWorld && !a.IsDead()) .Where(a => a.IsInWorld && !a.IsDead())
.Where(a => a.HasTrait<Health>() && a.GetDamageState() > DamageState.Undamaged) .Where(a => a.HasTrait<Health>() && a.GetDamageState() > DamageState.Undamaged)
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a))) .Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))

View File

@@ -31,7 +31,7 @@ namespace OpenRA.Mods.RA
if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return; if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return;
// don't retaliate against own units force-firing on us. it's usually not what the player wanted. // don't retaliate against own units force-firing on us. it's usually not what the player wanted.
if (self.Owner.Stances[e.Attacker.Owner] == Stance.Ally) return; if (e.Attacker.AppearsFriendlyTo(self)) return;
if (e.Damage < 0) return; // don't retaliate against healers if (e.Damage < 0) return; // don't retaliate against healers

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@@ -330,6 +330,7 @@
<Compile Include="ScaredyCat.cs" /> <Compile Include="ScaredyCat.cs" />
<Compile Include="Widgets\SidebarButtonWidget.cs" /> <Compile Include="Widgets\SidebarButtonWidget.cs" />
<Compile Include="Widgets\RadarWidget.cs" /> <Compile Include="Widgets\RadarWidget.cs" />
<Compile Include="ActorExts.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj"> <ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">

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@@ -115,7 +115,7 @@ namespace OpenRA.Mods.RA
if (target != null && target.IsInWorld) if (target != null && target.IsInWorld)
{ {
var tooltip = target.Trait<Tooltip>(); var tooltip = target.TraitsImplementing<IToolTip>().FirstOrDefault();
disguisedAsName = tooltip.Name(); disguisedAsName = tooltip.Name();
disguisedAsPlayer = tooltip.Owner(); disguisedAsPlayer = tooltip.Owner();
disguisedAsSprite = target.Trait<RenderSimple>().GetImage(target); disguisedAsSprite = target.Trait<RenderSimple>().GetImage(target);