93 lines
3.0 KiB
C#
93 lines
3.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, 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.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class AttackOmniInfo : AttackBaseInfo
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{
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public override object Create(ActorInitializer init) { return new AttackOmni(init.Self, this); }
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}
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public class AttackOmni : AttackBase
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{
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public AttackOmni(Actor self, AttackOmniInfo info)
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: base(self, info) { }
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public override Activity GetAttackActivity(Actor self, AttackSource source, Target newTarget, bool allowMove, bool forceAttack, Color? targetLineColor = null)
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{
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return new SetTarget(this, newTarget, allowMove, forceAttack, targetLineColor);
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}
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// Some 3rd-party mods rely on this being public
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public class SetTarget : Activity, IActivityNotifyStanceChanged
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{
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readonly AttackOmni attack;
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readonly bool allowMove;
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readonly bool forceAttack;
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readonly Color? targetLineColor;
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Target target;
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public SetTarget(AttackOmni attack, Target target, bool allowMove, bool forceAttack, Color? targetLineColor = null)
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{
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this.target = target;
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this.targetLineColor = targetLineColor;
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this.attack = attack;
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this.allowMove = allowMove;
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this.forceAttack = forceAttack;
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}
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public override bool Tick(Actor self)
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{
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// This activity can't move to reacquire hidden targets, so use the
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// Recalculate overload that invalidates hidden targets.
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target = target.RecalculateInvalidatingHiddenTargets(self.Owner);
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if (IsCanceling || !target.IsValidFor(self) || !attack.IsReachableTarget(target, allowMove))
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return true;
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attack.DoAttack(self, target);
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return false;
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}
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void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance)
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{
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// Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting
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if (newStance > oldStance || forceAttack)
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return;
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if (target.Type == TargetType.Actor)
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{
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var a = target.Actor;
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if (!autoTarget.HasValidTargetPriority(self, a.Owner, a.GetEnabledTargetTypes()))
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target = Target.Invalid;
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}
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else if (target.Type == TargetType.FrozenActor)
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{
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var fa = target.FrozenActor;
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if (!autoTarget.HasValidTargetPriority(self, fa.Owner, fa.TargetTypes))
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target = Target.Invalid;
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}
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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if (targetLineColor != null)
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yield return new TargetLineNode(target, targetLineColor.Value);
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}
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}
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}
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}
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