The dog will now always leap to the target subcell (even if the target dies or moves), and will kill whatever happens to be in the target cell when it lands.
47 lines
1.1 KiB
C#
47 lines
1.1 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2011 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 COPYING.
|
|
*/
|
|
#endregion
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using OpenRA.Mods.RA.Activities;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.RA
|
|
{
|
|
class AttackLeapInfo : AttackFrontalInfo
|
|
{
|
|
public override object Create(ActorInitializer init) { return new AttackLeap(init.self, this); }
|
|
}
|
|
|
|
class AttackLeap : AttackFrontal, ISync
|
|
{
|
|
public AttackLeap(Actor self, AttackLeapInfo info)
|
|
: base(self, info) {}
|
|
|
|
public override void DoAttack(Actor self, Target target)
|
|
{
|
|
if (!CanAttack(self, target))
|
|
return;
|
|
|
|
var a = ChooseArmamentForTarget(target);
|
|
if (a == null)
|
|
return;
|
|
|
|
// TODO: Define weapon ranges as WRange
|
|
var range = new WRange((int)(1024*a.Weapon.Range));
|
|
if (!target.IsInRange(self.CenterPosition, range))
|
|
return;
|
|
|
|
self.CancelActivity();
|
|
self.QueueActivity(new Leap(self, target));
|
|
}
|
|
}
|
|
}
|