#region Copyright & License Information /* * Copyright 2007-2011 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 COPYING. */ #endregion using OpenRA.Traits; using System.Drawing; using System.Linq; namespace OpenRA.Mods.RA { public class AutoTargetInfo : ITraitInfo, Requires { public readonly bool AllowMovement = true; public readonly int ScanRadius = -1; public object Create(ActorInitializer init) { return new AutoTarget(init.self, this); } } public enum UnitStance { HoldFire, ReturnFire, AttackAnything }; public class AutoTarget : INotifyIdle, INotifyDamage, ITick, IResolveOrder { readonly AutoTargetInfo Info; readonly AttackBase attack; [Sync] int nextScanTime = 0; [Sync] public UnitStance stance = UnitStance.AttackAnything; public AutoTarget(Actor self, AutoTargetInfo info) { Info = info; attack = self.Trait(); } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "SetUnitStance") stance = (UnitStance)order.TargetLocation.X; } public void Damaged(Actor self, AttackInfo e) { if (!self.IsIdle) return; if (e.Attacker.Destroyed) return; if (stance < UnitStance.ReturnFire) 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 (e.Attacker.AppearsFriendlyTo(self)) return; if (e.Damage < 0) return; // don't retaliate against healers attack.AttackTarget(Target.FromActor(e.Attacker), false, Info.AllowMovement); } public void TickIdle(Actor self) { if (stance < UnitStance.AttackAnything) return; var target = ScanForTarget(self, null); if (target != null) { self.SetTargetLine(Target.FromActor(target), Color.Red, false); self.QueueActivity(attack.GetAttackActivity(self, Target.FromActor(target), Info.AllowMovement)); } } public void Tick(Actor self) { --nextScanTime; } public Actor ScanForTarget(Actor self, Actor currentTarget) { var range = Info.ScanRadius > 0 ? Info.ScanRadius : attack.GetMaximumRange(); if (self.IsIdle || currentTarget == null || !Combat.IsInRange(self.CenterLocation, range, currentTarget)) if(nextScanTime <= 0) return ChooseTarget(self, range); return currentTarget; } public void ScanAndAttack(Actor self, bool allowMovement, bool holdStill) { var targetActor = ScanForTarget(self, null); if (targetActor != null) attack.AttackTarget(Target.FromActor(targetActor), false, allowMovement && !holdStill); } Actor ChooseTarget(Actor self, float range) { var info = self.Info.Traits.Get(); nextScanTime = (int)(25 * (info.ScanTimeAverage + (self.World.SharedRandom.NextDouble() * 2 - 1) * info.ScanTimeSpread)); var inRange = self.World.FindUnitsInCircle(self.CenterLocation, (int)(Game.CellSize * range)); return inRange .Where(a => a.AppearsHostileTo(self)) .Where(a => !a.HasTrait()) .Where(a => attack.HasAnyValidWeapons(Target.FromActor(a))) .ClosestTo( self.CenterLocation ); } } class AutoTargetIgnoreInfo : TraitInfo { } class AutoTargetIgnore { } }