Files
OpenRA/OpenRA.Mods.RA/UnitStances/UnitStanceAggressive.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

56 lines
1.4 KiB
C#

using System;
using System.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class UnitStanceAggressiveInfo : UnitStanceInfo
{
public override object Create(ActorInitializer init) { return new UnitStanceAggressive(init.self, this); }
}
/// <summary>
/// Inherits the Return Fire damage handler!
/// </summary>
public class UnitStanceAggressive : UnitStance, INotifyDamage, ISelectionColorModifier
{
public UnitStanceAggressive(Actor self, UnitStanceAggressiveInfo info)
{
Info = info;
Active = (self.World.LocalPlayer == self.Owner || (self.Owner.IsBot && Game.IsHost)) ? Info.Default : false;
}
protected override void OnScan(Actor self)
{
if (!self.IsIdle) return;
if (!self.HasTrait<AttackBase>()) return;
var target = ScanForTarget(self);
if (target == null)
return;
AttackTarget(self, target, false);
}
protected override void OnFirstTick(Actor self)
{
if (!self.HasTrait<AttackBase>()) return;
if (self.Trait<AttackBase>().IsAttacking)
StopAttack(self);
}
public virtual void Damaged(Actor self, AttackInfo e)
{
if (!Active) return;
if (!self.HasTrait<AttackBase>()) return;
ReturnFire(self, e, false); // only triggers when standing still
}
public Color GetSelectionColorModifier(Actor self, Color defaultColor)
{
return Active ? Color.Red : defaultColor;
}
}
}