Files
OpenRA/OpenRA.Mods.RA/Attack/AttackWander.cs

65 lines
2.1 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 OpenRA.Activities;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Will AttackMove to a random location within MoveRadius when idle.",
"This conflicts with player orders and should only be added to animal creeps.")]
class AttackWanderInfo : ITraitInfo, Requires<AttackMoveInfo>
{
public readonly int WanderMoveRadius = 10;
[Desc("Number of ticks to wait until decreasing the effective move radius.")]
public readonly int MoveReductionRadiusScale = 5;
public object Create(ActorInitializer init) { return new AttackWander(init.self, this); }
}
class AttackWander : INotifyIdle
{
readonly AttackMove attackMove;
readonly AttackWanderInfo info;
int ticksIdle;
int effectiveMoveRadius;
public AttackWander(Actor self, AttackWanderInfo info)
{
this.info = info;
effectiveMoveRadius = info.WanderMoveRadius;
attackMove = self.TraitOrDefault<AttackMove>();
}
public void TickIdle(Actor self)
{
var target = self.CenterPosition + new WVec(0, -1024 * effectiveMoveRadius, 0).Rotate(WRot.FromFacing(self.World.SharedRandom.Next(255)));
var targetCell = self.World.Map.CellContaining(target);
if (!self.World.Map.Contains(targetCell))
{
// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
if (++ticksIdle % info.MoveReductionRadiusScale == 0)
effectiveMoveRadius--;
return; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop
}
attackMove.ResolveOrder(self, new Order("AttackMove", self, false) { TargetLocation = targetCell });
ticksIdle = 0;
effectiveMoveRadius = info.WanderMoveRadius;
}
}
}