using System.Linq; using OpenRa.Game.Traits.Activities; namespace OpenRa.Game.Traits { class AutoHealInfo : StatelessTraitInfo { } class AutoHeal : ITick { void AttackTarget(Actor self, Actor target) { var attack = self.traits.WithInterface().First(); if (target != null) attack.ResolveOrder(self, new Order("Attack", self, target, int2.Zero, null)); else if (self.GetCurrentActivity() is Attack) self.CancelActivity(); } float GetMaximumRange(Actor self) { return new[] { self.LegacyInfo.Primary, self.LegacyInfo.Secondary } .Where(w => w != null) .Max(w => Rules.WeaponInfo[w].Range); } bool NeedsNewTarget(Actor self) { var attack = self.traits.WithInterface().First(); var range = GetMaximumRange(self); if (attack.target == null) return true; // he's dead. if ((attack.target.Location - self.Location).LengthSquared > range * range + 2) return true; // wandered off faster than we could follow if (attack.target.Health == attack.target.LegacyInfo.Strength) return true; // fully healed return false; } public void Tick(Actor self) { var attack = self.traits.WithInterface().First(); var range = GetMaximumRange(self); if (NeedsNewTarget(self)) AttackTarget(self, ChooseTarget(self, range)); } Actor ChooseTarget(Actor self, float range) { var inRange = Game.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range); return inRange .Where(a => a.Owner == self.Owner && a != self) /* todo: one day deal with friendly players */ .Where(a => Combat.HasAnyValidWeapons(self, a)) .Where(a => a.Health < a.LegacyInfo.Strength) .OrderBy(a => (a.Location - self.Location).LengthSquared) .FirstOrDefault(); } } }