Files
OpenRA/OpenRA.Mods.Common/Orders/UnitOrderTargeter.cs
2015-01-01 22:51:12 +01:00

88 lines
3.1 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 System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Orders
{
public abstract class UnitOrderTargeter : IOrderTargeter
{
readonly string cursor;
readonly bool targetEnemyUnits, targetAllyUnits;
public UnitOrderTargeter(string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits)
{
this.OrderID = order;
this.OrderPriority = priority;
this.cursor = cursor;
this.targetEnemyUnits = targetEnemyUnits;
this.targetAllyUnits = targetAllyUnits;
}
public string OrderID { get; private set; }
public int OrderPriority { get; private set; }
public bool? ForceAttack = null;
public abstract bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor);
public abstract bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor);
public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
{
var type = target.Type;
if (type != TargetType.Actor && type != TargetType.FrozenActor)
return false;
cursor = this.cursor;
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
if (ForceAttack != null && modifiers.HasModifier(TargetModifiers.ForceAttack) != ForceAttack)
return false;
var owner = type == TargetType.FrozenActor ? target.FrozenActor.Owner : target.Actor.Owner;
var playerRelationship = self.Owner.Stances[owner];
if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && playerRelationship == Stance.Ally && !targetAllyUnits)
return false;
if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && playerRelationship == Stance.Enemy && !targetEnemyUnits)
return false;
return type == TargetType.FrozenActor ?
CanTargetFrozenActor(self, target.FrozenActor, modifiers, ref cursor) :
CanTargetActor(self, target.Actor, modifiers, ref cursor);
}
public virtual bool IsQueued { get; protected set; }
}
public class TargetTypeOrderTargeter : UnitOrderTargeter
{
readonly string[] targetTypes;
public TargetTypeOrderTargeter(string[] targetTypes, string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits)
: base(order, priority, cursor, targetEnemyUnits, targetAllyUnits)
{
this.targetTypes = targetTypes;
}
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
return target.TraitsImplementing<ITargetable>().Any(t => t.TargetTypes.Intersect(targetTypes).Any());
}
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
return target.Info.Traits.WithInterface<ITargetableInfo>().Any(t => t.GetTargetTypes().Intersect(targetTypes).Any());
}
}
}