Files
OpenRA/OpenRA.Mods.Common/Traits/Attack/AttackFollow.cs
Matija Hustić d94c645046 First step in the attack mechanism's refactor.
Enabled firing multiple armaments at a target simultaneously.
Each armament defines own cursor for targeting.
The force attack modifier influences armament choice for target.
Autotargeting modified to handle firing multiple armaments simultaneously.
As a consequence, healers (medics) no longer require separate Heal
activity and AttackMedic and AutoHeal traits.
2015-10-06 01:46:55 +02:00

106 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Actor will follow units until in range to attack them.")]
public class AttackFollowInfo : AttackBaseInfo
{
public override object Create(ActorInitializer init) { return new AttackFollow(init.Self, this); }
}
public class AttackFollow : AttackBase, ITick, INotifyOwnerChanged
{
public Target Target { get; protected set; }
public AttackFollow(Actor self, AttackFollowInfo info)
: base(self, info) { }
public virtual void Tick(Actor self)
{
DoAttack(self, Target);
IsAttacking = Target.IsValidFor(self);
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
{
return new AttackActivity(self, newTarget, allowMove, forceAttack);
}
public override void ResolveOrder(Actor self, Order order)
{
base.ResolveOrder(self, order);
if (order.OrderString == "Stop")
Target = Target.Invalid;
}
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
Target = Target.Invalid;
}
class AttackActivity : Activity
{
readonly AttackFollow attack;
readonly IMove move;
readonly Target target;
readonly bool forceAttack;
public AttackActivity(Actor self, Target target, bool allowMove, bool forceAttack)
{
attack = self.Trait<AttackFollow>();
move = allowMove ? self.TraitOrDefault<IMove>() : null;
// HACK: Mobile.OnRails is horrible
var mobile = move as Mobile;
if (mobile != null && mobile.Info.OnRails)
move = null;
this.target = target;
this.forceAttack = forceAttack;
}
public override Activity Tick(Actor self)
{
if (IsCanceled || !target.IsValidFor(self))
return NextActivity;
if (self.IsDisabled())
return this;
var weapon = attack.ChooseArmamentsForTarget(target, forceAttack).FirstOrDefault();
if (weapon != null)
{
var targetIsMobile = (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<IMoveInfo>())
|| (target.Type == TargetType.FrozenActor && target.FrozenActor.Info.HasTraitInfo<IMoveInfo>());
// Try and sit at least one cell closer than the max range to give some leeway if the target starts moving.
var modifiedRange = weapon.MaxRange();
var maxRange = targetIsMobile ? new WDist(Math.Max(weapon.Weapon.MinRange.Length, modifiedRange.Length - 1024))
: modifiedRange;
attack.Target = target;
if (move != null)
return Util.SequenceActivities(move.MoveFollow(self, target, weapon.Weapon.MinRange, maxRange), this);
}
return NextActivity;
}
}
}
}