Files
OpenRA/OpenRA.Mods.RA/AttackLeap.cs
geckosoft 6b40abb58c Implemented: Stances
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')
2010-11-13 17:26:42 +13:00

52 lines
1.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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. For more information,
* see LICENSE.
*/
#endregion
using OpenRA.Mods.RA.Activities;
using System;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class AttackLeapInfo : AttackBaseInfo
{
public override object Create(ActorInitializer init) { return new AttackLeap(init.self); }
}
class AttackLeap : AttackBase
{
internal bool IsLeaping;
public AttackLeap(Actor self)
: base(self) {}
public override void Tick(Actor self)
{
base.Tick(self);
if (!target.IsValid) return;
if (IsLeaping) return;
var weapon = self.Trait<AttackBase>().Weapons[0].Info;
if( !Combat.IsInRange( self.CenterLocation, weapon.Range, target ) ) return;
self.CancelActivity();
self.QueueActivity(new Leap(self, target));
}
protected override IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
var weapon = ChooseWeaponForTarget(newTarget);
if( weapon == null )
return null;
return new Activities.Attack(newTarget, Math.Max(0, (int)weapon.Info.Range), allowMove);
}
}
}