Files
OpenRA/OpenRA.Mods.RA/AutoTarget.cs
Paul Chote 6fba888d45 Shift Actor.Health onto a trait.
Known regressions:
 - cnc only
 - health bar colors
 - can't repair buildings
2010-07-30 00:33:44 +12:00

81 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;
namespace OpenRA.Mods.RA
{
class AutoTargetInfo : TraitInfo<AutoTarget>
{
public readonly float ScanTimeAverage = 2f;
public readonly float ScanTimeSpread = .5f;
}
class AutoTarget : ITick, INotifyDamage
{
[Sync]
int nextScanTime = 0;
void AttackTarget(Actor self, Actor target)
{
var attack = self.traits.Get<AttackBase>();
if (target != null)
attack.ResolveOrder(self, new Order("Attack", self, target));
}
public void Tick(Actor self)
{
if (!self.IsIdle) return;
if (--nextScanTime <= 0)
{
var attack = self.traits.Get<AttackBase>();
var range = Combat.GetMaximumRange(self);
if (!attack.target.IsValid ||
(Util.CellContaining(attack.target.CenterLocation) - self.Location).LengthSquared > range * range)
AttackTarget(self, ChooseTarget(self, range));
var info = self.Info.Traits.Get<AutoTargetInfo>();
nextScanTime = (int)(25 * (info.ScanTimeAverage +
(self.World.SharedRandom.NextDouble() * 2 - 1) * info.ScanTimeSpread));
}
}
Actor ChooseTarget(Actor self, float range)
{
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return inRange
.Where(a => a.Owner != null && self.Owner.Stances[ a.Owner ] == Stance.Enemy)
.Where(a => Combat.HasAnyValidWeapons(self, Target.FromActor(a)))
.Where(a => !a.traits.Contains<Cloak>() || !a.traits.Get<Cloak>().Cloaked)
.OrderBy(a => (a.Location - self.Location).LengthSquared)
.FirstOrDefault();
}
public void Damaged(Actor self, AttackInfo e)
{
if (!self.IsIdle) return;
// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
if (!Combat.HasAnyValidWeapons(self, Target.FromActor(e.Attacker))) return;
// don't retaliate against own units force-firing on us. it's usually not what the player wanted.
if (self.Owner.Stances[e.Attacker.Owner] == Stance.Ally) return;
if (e.Damage < 0) return; // don't retaliate against healers
AttackTarget(self, e.Attacker);
}
}
}