Files
OpenRA/OpenRA.Mods.Common/Scripting/Properties/CombatProperties.cs
2020-07-28 18:22:51 +02:00

110 lines
3.6 KiB
C#

#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.Linq;
using Eluant;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Scripting
{
[ScriptPropertyGroup("Combat")]
public class CombatProperties : ScriptActorProperties, Requires<AttackBaseInfo>, Requires<IMoveInfo>
{
readonly IMove move;
public CombatProperties(ScriptContext context, Actor self)
: base(context, self)
{
move = self.Trait<IMove>();
}
[ScriptActorPropertyActivity]
[Desc("Seek out and attack nearby targets.")]
public void Hunt()
{
Self.QueueActivity(new Hunt(Self));
}
[ScriptActorPropertyActivity]
[Desc("Move to a cell, but stop and attack anything within range on the way. " +
"closeEnough defines an optional range (in cells) that will be considered " +
"close enough to complete the activity.")]
public void AttackMove(CPos cell, int closeEnough = 0)
{
Self.QueueActivity(new AttackMoveActivity(Self, () => move.MoveTo(cell, closeEnough)));
}
[ScriptActorPropertyActivity]
[Desc("Patrol along a set of given waypoints. The action is repeated by default, " +
"and the actor will wait for `wait` ticks at each waypoint.")]
public void Patrol(CPos[] waypoints, bool loop = true, int wait = 0)
{
foreach (var wpt in waypoints)
{
Self.QueueActivity(new AttackMoveActivity(Self, () => move.MoveTo(wpt, 2)));
Self.QueueActivity(new Wait(wait));
}
if (loop)
Self.QueueActivity(new CallFunc(() => Patrol(waypoints, loop, wait)));
}
[ScriptActorPropertyActivity]
[Desc("Patrol along a set of given waypoints until a condition becomes true. " +
"The actor will wait for `wait` ticks at each waypoint.")]
public void PatrolUntil(CPos[] waypoints, LuaFunction func, int wait = 0)
{
Patrol(waypoints, false, wait);
var repeat = func.Call(Self.ToLuaValue(Context)).First().ToBoolean();
if (repeat)
using (var f = func.CopyReference() as LuaFunction)
Self.QueueActivity(new CallFunc(() => PatrolUntil(waypoints, f, wait)));
}
}
[ScriptPropertyGroup("Combat")]
public class GeneralCombatProperties : ScriptActorProperties, Requires<AttackBaseInfo>
{
readonly AttackBase[] attackBases;
public GeneralCombatProperties(ScriptContext context, Actor self)
: base(context, self)
{
attackBases = self.TraitsImplementing<AttackBase>().ToArray();
}
[Desc("Attack the target actor. The target actor needs to be visible.")]
public void Attack(Actor targetActor, bool allowMove = true, bool forceAttack = false)
{
var target = Target.FromActor(targetActor);
if (!target.IsValidFor(Self))
Log.Write("lua", "{1} is an invalid target for {0}!", Self, targetActor);
if (!targetActor.Info.HasTraitInfo<FrozenUnderFogInfo>() && !targetActor.CanBeViewedByPlayer(Self.Owner))
Log.Write("lua", "{1} is not revealed for player {0}!", Self.Owner, targetActor);
foreach (var attack in attackBases)
attack.AttackTarget(target, AttackSource.Default, true, allowMove, forceAttack);
}
[Desc("Checks if the targeted actor is a valid target for this actor.")]
public bool CanTarget(Actor targetActor)
{
return Target.FromActor(targetActor).IsValidFor(Self);
}
}
}