76 lines
2.4 KiB
C#
76 lines
2.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Traits
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{
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class AutoHealInfo : StatelessTraitInfo<AutoHeal> { }
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class AutoHeal : ITick
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{
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void AttackTarget(Actor self, Actor target)
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{
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var attack = self.traits.Get<AttackBase>();
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if (target != null)
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attack.ResolveOrder(self, new Order("Attack", self, target));
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else
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if (self.GetCurrentActivity() is Attack)
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self.CancelActivity();
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}
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bool NeedsNewTarget(Actor self)
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{
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var attack = self.traits.Get<AttackBase>();
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var range = Util.GetMaximumRange(self);
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if (attack.target == null)
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return true; // he's dead.
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if ((attack.target.Location - self.Location).LengthSquared > range * range + 2)
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return true; // wandered off faster than we could follow
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if (attack.target.Health == attack.target.Info.Traits.Get<OwnedActorInfo>().HP)
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return true; // fully healed
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return false;
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}
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public void Tick(Actor self)
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{
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var range = Util.GetMaximumRange(self);
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if (NeedsNewTarget(self))
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AttackTarget(self, ChooseTarget(self, range));
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}
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Actor ChooseTarget(Actor self, float range)
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{
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var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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return inRange
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.Where(a => a.Owner == self.Owner && a != self) /* todo: one day deal with friendly players */
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.Where(a => Combat.HasAnyValidWeapons(self, a))
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.Where(a => a.Health < a.Info.Traits.Get<OwnedActorInfo>().HP)
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.OrderBy(a => (a.Location - self.Location).LengthSquared)
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.FirstOrDefault();
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}
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}
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}
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