for weapon traits, crates and palettes clarify that you don't need to update the wiki page manually
39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2011 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 OpenRA.Traits;
|
|
using OpenRA.FileFormats;
|
|
|
|
namespace OpenRA.Mods.RA
|
|
{
|
|
[Desc("Give the unit a \"heal-weapon\" that attacks friendly targets if they are damaged.",
|
|
"It conflicts with any other weapon or Attack*: trait because it will hurt friendlies during the",
|
|
"heal process then. It also won't work with buildings (use RepairsUnits: for them)")]
|
|
public class AttackMedicInfo : AttackFrontalInfo
|
|
{
|
|
public override object Create( ActorInitializer init ) { return new AttackMedic( init.self, this ); }
|
|
}
|
|
|
|
public class AttackMedic : AttackFrontal
|
|
{
|
|
public AttackMedic(Actor self, AttackMedicInfo info)
|
|
: base( self, info ) {}
|
|
|
|
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
|
|
{
|
|
var weapon = ChooseArmamentForTarget(newTarget);
|
|
if (weapon == null)
|
|
return null;
|
|
return new Activities.Heal(newTarget, Math.Max(0, (int)weapon.Weapon.Range), allowMove);
|
|
}
|
|
}
|
|
}
|