Files
OpenRA/OpenRA.Mods.Common/Traits/Attack/AttackFollow.cs
2015-01-04 05:24:28 +01:00

105 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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.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, ISync
{
public Target Target { get; protected set; }
public AttackFollow(Actor self, AttackFollowInfo info)
: base(self, info) { }
protected override bool CanAttack(Actor self, Target target)
{
if (!target.IsValidFor(self))
return false;
return base.CanAttack(self, target);
}
public virtual void Tick(Actor self)
{
DoAttack(self, Target);
IsAttacking = Target.IsValidFor(self);
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
return new AttackActivity(self, newTarget, allowMove);
}
public override void ResolveOrder(Actor self, Order order)
{
base.ResolveOrder(self, order);
if (order.OrderString == "Stop")
Target = Target.Invalid;
}
class AttackActivity : Activity
{
readonly AttackFollow attack;
readonly IMove move;
readonly Target target;
public AttackActivity(Actor self, Target target, bool allowMove)
{
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;
}
public override Activity Tick(Actor self)
{
if (IsCanceled || !target.IsValidFor(self))
return NextActivity;
if (self.IsDisabled())
return this;
var weapon = attack.ChooseArmamentForTarget(target);
if (weapon != null)
{
var targetIsMobile = (target.Type == TargetType.Actor && target.Actor.HasTrait<IMove>())
|| (target.Type == TargetType.FrozenActor && target.FrozenActor.Info.Traits.Contains<IMove>());
// Try and sit at least one cell closer than the max range to give some leeway if the target starts moving.
var maxRange = targetIsMobile ? new WRange(Math.Max(weapon.Weapon.MinRange.Range, weapon.Weapon.Range.Range - 1024))
: weapon.Weapon.Range;
attack.Target = target;
if (move != null)
return Util.SequenceActivities(move.MoveFollow(self, target, weapon.Weapon.MinRange, maxRange), this);
}
return NextActivity;
}
}
}
}