89 lines
3.2 KiB
C#
89 lines
3.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Orders
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{
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public abstract class UnitOrderTargeter : IOrderTargeter
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{
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readonly string cursor;
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readonly bool targetEnemyUnits, targetAllyUnits;
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public UnitOrderTargeter(string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits)
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{
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OrderID = order;
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OrderPriority = priority;
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this.cursor = cursor;
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this.targetEnemyUnits = targetEnemyUnits;
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this.targetAllyUnits = targetAllyUnits;
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}
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public string OrderID { get; }
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public int OrderPriority { get; }
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public bool? ForceAttack = null;
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public bool TargetOverridesSelection(Actor self, in Target target, List<Actor> actorsAt, CPos xy, TargetModifiers modifiers) { return true; }
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public abstract bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor);
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public abstract bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor);
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public bool CanTarget(Actor self, in Target target, ref TargetModifiers modifiers, ref string cursor)
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{
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var type = target.Type;
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if (type != TargetType.Actor && type != TargetType.FrozenActor)
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return false;
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cursor = this.cursor;
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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if (ForceAttack != null && modifiers.HasModifier(TargetModifiers.ForceAttack) != ForceAttack)
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return false;
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var owner = type == TargetType.FrozenActor ? target.FrozenActor.Owner : target.Actor.Owner;
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var playerRelationship = self.Owner.RelationshipWith(owner);
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if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && playerRelationship == PlayerRelationship.Ally && !targetAllyUnits)
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return false;
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if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && playerRelationship == PlayerRelationship.Enemy && !targetEnemyUnits)
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return false;
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return type == TargetType.FrozenActor ?
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CanTargetFrozenActor(self, target.FrozenActor, modifiers, ref cursor) :
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CanTargetActor(self, target.Actor, modifiers, ref cursor);
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}
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public virtual bool IsQueued { get; protected set; }
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}
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public class TargetTypeOrderTargeter : UnitOrderTargeter
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{
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readonly BitSet<TargetableType> targetTypes;
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public TargetTypeOrderTargeter(BitSet<TargetableType> targetTypes, string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits)
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: base(order, priority, cursor, targetEnemyUnits, targetAllyUnits)
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{
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this.targetTypes = targetTypes;
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}
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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return targetTypes.Overlaps(target.GetEnabledTargetTypes());
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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return target.TargetTypes.Overlaps(targetTypes);
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}
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}
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}
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