Weapons are now defined with the Armament trait and turret parameters live in Turreted. This has the side effect of allowing any number and distribution of weapons and turrets.
39 lines
1.2 KiB
C#
39 lines
1.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Traits;
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using OpenRA.FileFormats;
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namespace OpenRA.Mods.RA
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{
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[Desc("Give the unit a \"heal-weapon\".",
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"It conflicts with any other weapon or Attack*: trait because it will hurt friendlies during the",
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"heal process then. It also won't work with buildings (use RepairsUnits: for them)")]
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public class AttackMedicInfo : AttackFrontalInfo
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{
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public override object Create( ActorInitializer init ) { return new AttackMedic( init.self, this ); }
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}
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public class AttackMedic : AttackFrontal
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{
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public AttackMedic(Actor self, AttackMedicInfo info)
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: base( self, info ) {}
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
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{
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var weapon = ChooseArmamentForTarget(newTarget);
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if (weapon == null)
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return null;
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return new Activities.Heal(newTarget, Math.Max(0, (int)weapon.Weapon.Range), allowMove);
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}
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}
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}
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