using System.Linq; namespace OpenRa.Game.Traits { class AutoTargetInfo : StatelessTraitInfo { } class AutoTarget : ITick, INotifyDamage { 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)); } float GetMaximumRange(Actor self) { return new[] { self.LegacyInfo.Primary, self.LegacyInfo.Secondary } .Where(w => w != null) .Max(w => Rules.WeaponInfo[w].Range); } public void Tick(Actor self) { if (!self.IsIdle) return; var attack = self.traits.WithInterface().First(); var range = GetMaximumRange(self); if (attack.target == null || (attack.target.Location - self.Location).LengthSquared > range * range + 2) 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 != null && a.Owner != self.Owner) /* todo: one day deal with friendly players */ .Where(a => Combat.HasAnyValidWeapons(self, a)) .OrderBy(a => (a.Location - self.Location).LengthSquared) .FirstOrDefault(); } public void Damaged(Actor self, AttackInfo e) { // not a lot we can do about things we can't hurt... although maybe we should automatically run away? if (!Combat.HasAnyValidWeapons(self, e.Attacker)) return; if (e.Attacker.Owner == self.Owner) return; // don't retaliate against own units force-firing on us. it's usually not what the player wanted. if (e.Damage < 0) return; // don't retaliate against healers var attack = self.traits.WithInterface().First(); if (attack.target != null) return; AttackTarget(self, e.Attacker); } } }