Added: Basic stances (Aggressive, Guard (Hold Ground), Hold Fire, None (dummy), Return Fire) Added: WorldCommandWidget (to be able to set said stances) Added: WorldCommandWidget to ra (cnc will follow, later on) Changed: Added support to AttackBase for firing with movement disabled + utility method ScanForTarget (used by stances) Added: AssignUnitStance (attach this to unit-producing actors, together with what stances can be picked as 'default')
52 lines
1.3 KiB
C#
52 lines
1.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using OpenRA.Mods.RA.Activities;
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using System;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class AttackLeapInfo : AttackBaseInfo
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{
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public override object Create(ActorInitializer init) { return new AttackLeap(init.self); }
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}
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class AttackLeap : AttackBase
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{
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internal bool IsLeaping;
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public AttackLeap(Actor self)
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: base(self) {}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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if (!target.IsValid) return;
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if (IsLeaping) return;
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var weapon = self.Trait<AttackBase>().Weapons[0].Info;
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if( !Combat.IsInRange( self.CenterLocation, weapon.Range, target ) ) return;
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self.CancelActivity();
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self.QueueActivity(new Leap(self, target));
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}
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protected override IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
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{
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var weapon = ChooseWeaponForTarget(newTarget);
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if( weapon == null )
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return null;
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return new Activities.Attack(newTarget, Math.Max(0, (int)weapon.Info.Range), allowMove);
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}
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}
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}
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