#region Copyright & License Information /* * Copyright 2007-2020 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using OpenRA.Activities; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { public class AttackOmniInfo : AttackBaseInfo { public override object Create(ActorInitializer init) { return new AttackOmni(init.Self, this); } } public class AttackOmni : AttackBase { public AttackOmni(Actor self, AttackOmniInfo info) : base(self, info) { } public override Activity GetAttackActivity(Actor self, AttackSource source, in Target newTarget, bool allowMove, bool forceAttack, Color? targetLineColor = null) { return new SetTarget(this, newTarget, allowMove, forceAttack, targetLineColor); } // Some 3rd-party mods rely on this being public public class SetTarget : Activity, IActivityNotifyStanceChanged { readonly AttackOmni attack; readonly bool allowMove; readonly bool forceAttack; readonly Color? targetLineColor; Target target; public SetTarget(AttackOmni attack, in Target target, bool allowMove, bool forceAttack, Color? targetLineColor = null) { this.target = target; this.targetLineColor = targetLineColor; this.attack = attack; this.allowMove = allowMove; this.forceAttack = forceAttack; } public override bool Tick(Actor self) { // This activity can't move to reacquire hidden targets, so use the // Recalculate overload that invalidates hidden targets. target = target.RecalculateInvalidatingHiddenTargets(self.Owner); if (IsCanceling || !target.IsValidFor(self) || !attack.IsReachableTarget(target, allowMove)) return true; attack.DoAttack(self, target); return false; } void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance) { // Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting if (newStance > oldStance || forceAttack) return; if (target.Type == TargetType.Actor) { var a = target.Actor; if (!autoTarget.HasValidTargetPriority(self, a.Owner, a.GetEnabledTargetTypes())) target = Target.Invalid; } else if (target.Type == TargetType.FrozenActor) { var fa = target.FrozenActor; if (!autoTarget.HasValidTargetPriority(self, fa.Owner, fa.TargetTypes)) target = Target.Invalid; } } public override IEnumerable TargetLineNodes(Actor self) { if (targetLineColor != null) yield return new TargetLineNode(target, targetLineColor.Value); } } } }