Files
OpenRA/OpenRA.Mods.RA/Orders/UnitOrderTargeter.cs
Paul Chote 4ca777597f Replace UnitTraitOrderTargeter with TargetTypeOrderTargeter.
This also makes naval buildings untargetable for c4 and demo trucks, as they don't make much sense.
2013-04-15 23:10:57 +12:00

85 lines
2.6 KiB
C#
Executable File

#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 System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Orders
{
public 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 virtual bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueued, ref string cursor)
{
if( self == null ) throw new ArgumentNullException( "self" );
if( target == null ) throw new ArgumentNullException( "target" );
cursor = this.cursor;
IsQueued = forceQueued;
if (ForceAttack != null && forceAttack != ForceAttack) return false;
var playerRelationship = self.Owner.Stances[ target.Owner ];
if( !forceAttack && playerRelationship == Stance.Ally && !targetAllyUnits ) return false;
if( !forceAttack && playerRelationship == Stance.Enemy && !targetEnemyUnits ) return false;
return true;
}
public virtual bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueued, ref string cursor)
{
return false;
}
public virtual bool IsQueued { get; protected set; }
}
public class TargetTypeOrderTargeter : UnitOrderTargeter
{
string targetType;
public TargetTypeOrderTargeter(string targetType, string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits)
: base(order, priority, cursor, targetEnemyUnits, targetAllyUnits)
{
this.targetType = targetType;
}
public override bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueued, ref string cursor)
{
if (!base.CanTargetActor(self, target, forceAttack, forceQueued, ref cursor))
return false;
if (!target.TraitsImplementing<ITargetable>().Any(t => t.TargetTypes.Contains(targetType)))
return false;
IsQueued = forceQueued;
return true;
}
}
}