#region Copyright & License Information /* * Copyright 2007-2010 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. For more information, * see LICENSE. */ #endregion using OpenRA.Traits; using OpenRA.Traits.Activities; namespace OpenRA.Mods.RA { class AutoTargetInfo : TraitInfo { public readonly bool AllowMovement = true; } class AutoTarget : INotifyIdle, INotifyDamage { public void Damaged(Actor self, AttackInfo e) { if (!self.IsIdle) return; if (e.Attacker.Destroyed) return; // not a lot we can do about things we can't hurt... although maybe we should automatically run away? var attack = self.Trait(); 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.Damage < 0) return; // don't retaliate against healers self.Trait().AttackTarget(Target.FromActor(e.Attacker), false, self.Info.Traits.Get().AllowMovement); } public void TickIdle( Actor self ) { var attack = self.Trait(); var currentTarget = attack.ScanForTarget(self, null); if( currentTarget != null ) self.QueueActivity(attack.GetAttackActivity( self, Target.FromActor(currentTarget), self.Info.Traits.Get().AllowMovement )); } } }