Files
OpenRA/OpenRA.Mods.RA/AutoHeal.cs
2010-11-21 12:25:22 +13:00

90 lines
2.5 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 System.Linq;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
namespace OpenRA.Mods.RA
{
class AutoHealInfo : TraitInfo<AutoHeal> { }
class AutoHeal : INotifyIdle
{
public void TickIdle( Actor self )
{
self.QueueActivity( new IdleHealActivity() );
}
class IdleHealActivity : Idle
{
Actor currentTarget;
IActivity inner;
public override IActivity Tick( Actor self )
{
if( inner == null )
{
if( NextActivity != null )
return NextActivity;
var attack = self.Trait<AttackBase>();
var range = attack.GetMaximumRange();
if (NeedsNewTarget(self))
{
currentTarget = ChooseTarget(self, range);
if( currentTarget != null )
inner = self.Trait<AttackBase>().GetAttackActivity(self, Target.FromActor( currentTarget ), false );
}
}
if( inner != null )
{
if( currentTarget.GetDamageState() == DamageState.Undamaged )
inner.Cancel( self );
inner = Util.RunActivity( self, inner );
}
return this;
}
bool NeedsNewTarget(Actor self)
{
var attack = self.Trait<AttackBase>();
var range = attack.GetMaximumRange();
if (currentTarget == null || !currentTarget.IsInWorld)
return true; // he's dead.
if( !Combat.IsInRange( self.CenterLocation, range, currentTarget ) )
return true; // wandered off faster than we could follow
if (currentTarget.GetDamageState() == DamageState.Undamaged)
return true; // fully healed
return false;
}
Actor ChooseTarget(Actor self, float range)
{
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
var attack = self.Trait<AttackBase>();
return inRange
.Where(a => a != self && self.Owner.Stances[a.Owner] == Stance.Ally)
.Where(a => a.IsInWorld && !a.IsDead())
.Where(a => a.HasTrait<Health>() && a.GetDamageState() > DamageState.Undamaged)
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)
.FirstOrDefault();
}
}
}
}