RA - AppearsFriendlyTo and AppearsHostileTo actor extensions
This commit is contained in:
51
OpenRA.Mods.RA/ActorExts.cs
Normal file
51
OpenRA.Mods.RA/ActorExts.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -222,7 +222,7 @@ namespace OpenRA.Mods.RA
|
||||
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
|
||||
|
||||
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 => HasAnyValidWeapons(Target.FromActor(a)))
|
||||
.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)
|
||||
|
||||
@@ -24,7 +24,7 @@ namespace OpenRA.Mods.RA
|
||||
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * attack.GetMaximumRange());
|
||||
|
||||
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.HasTrait<Health>() && a.GetDamageState() > DamageState.Undamaged)
|
||||
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace OpenRA.Mods.RA
|
||||
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.
|
||||
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
|
||||
|
||||
|
||||
@@ -330,6 +330,7 @@
|
||||
<Compile Include="ScaredyCat.cs" />
|
||||
<Compile Include="Widgets\SidebarButtonWidget.cs" />
|
||||
<Compile Include="Widgets\RadarWidget.cs" />
|
||||
<Compile Include="ActorExts.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
|
||||
|
||||
@@ -115,7 +115,7 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
if (target != null && target.IsInWorld)
|
||||
{
|
||||
var tooltip = target.Trait<Tooltip>();
|
||||
var tooltip = target.TraitsImplementing<IToolTip>().FirstOrDefault();
|
||||
disguisedAsName = tooltip.Name();
|
||||
disguisedAsPlayer = tooltip.Owner();
|
||||
disguisedAsSprite = target.Trait<RenderSimple>().GetImage(target);
|
||||
|
||||
Reference in New Issue
Block a user