Files
OpenRA/OpenRA.Game/Traits/AI/AutoTarget.cs
2010-02-27 21:10:22 +13:00

78 lines
2.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Linq;
namespace OpenRA.Traits
{
class AutoTargetInfo : StatelessTraitInfo<AutoTarget> { }
class AutoTarget : ITick, INotifyDamage
{
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;
var attack = self.traits.Get<AttackBase>();
var range = Util.GetMaximumRange(self);
if (attack.target == null ||
(attack.target.Location - self.Location).LengthSquared > range * range + 2)
AttackTarget(self, ChooseTarget(self, range));
}
Actor ChooseTarget(Actor self, float range)
{
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
return inRange
.Where(a => a.Owner != null && a.Owner != self.Owner) /* todo: one day deal with friendly players */
.Where(a => Combat.HasAnyValidWeapons(self, a))
.OrderBy(a => (a.Location - self.Location).LengthSquared)
.FirstOrDefault();
}
public void Damaged(Actor self, AttackInfo e)
{
// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
if (!Combat.HasAnyValidWeapons(self, e.Attacker))
return;
if (e.Attacker.Owner == self.Owner)
return; // don't retaliate against own units force-firing on us. it's usually not what the player wanted.
if (e.Damage < 0)
return; // don't retaliate against healers
var attack = self.traits.Get<AttackBase>();
if (attack.target != null) return;
AttackTarget(self, e.Attacker);
}
}
}