IsInRange() public method

public IsInRange ( WPos origin, WDist range ) : bool
origin WPos
range WDist
return bool
Beispiel #1
0
        public override void DoAttack(Actor self, Target target)
        {
            if (target.Type != TargetType.Actor || !CanAttack(self, target))
                return;

            var a = ChooseArmamentForTarget(target);
            if (a == null)
                return;

            if (!target.IsInRange(self.CenterPosition, a.Weapon.Range))
                return;

            self.CancelActivity();
            self.QueueActivity(new Leap(self, target.Actor, a.Weapon, info.Speed, info.Angle));
        }
Beispiel #2
0
        public override void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
        {
            if (target.Type != TargetType.Actor || !CanAttack(self, target))
                return;

            var a = ChooseArmamentsForTarget(target, true).FirstOrDefault();
            if (a == null)
                return;

            if (!target.IsInRange(self.CenterPosition, a.MaxRange()))
                return;

            self.CancelActivity();
            self.QueueActivity(new Leap(self, target.Actor, a.Weapon, info.Speed, info.Angle));
        }
Beispiel #3
0
		public override void DoAttack(Actor self, Target target)
		{
			if (!CanAttack(self, target))
				return;

			var arm = Armaments.FirstOrDefault();
			if (arm == null)
				return;

			if (!target.IsInRange(self.CenterPosition, arm.Weapon.Range))
				return;

			foreach (var a in Armaments)
				a.CheckFire(self, facing.Value, target);

			if (target.Actor != null)
				target.Actor.ChangeOwner(self.Owner);
		}
Beispiel #4
0
		public override void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
		{
			// This is so that the worm does not launch an attack against a target that has reached solid rock
			if (target.Type != TargetType.Actor || !CanAttack(self, target))
			{
				self.CancelActivity();
				return;
			}

			var a = ChooseArmamentsForTarget(target, true).FirstOrDefault();
			if (a == null)
				return;

			if (!target.IsInRange(self.CenterPosition, a.MaxRange()))
				return;

			self.CancelActivity();
			self.QueueActivity(new SwallowActor(self, target, a.Weapon));
		}
Beispiel #5
0
        public override void DoAttack(Actor self, Target target)
        {
            if (!CanAttack(self, target)) return;

            var arm = Armaments.FirstOrDefault();
            if (arm == null)
                return;

            // TODO: Define weapon ranges as WRange
            var range = new WRange((int)(1024*arm.Weapon.Range));
            if (!target.IsInRange(self.CenterPosition, range))
                return;

            var facing = self.TraitOrDefault<IFacing>();
            foreach (var a in Armaments)
                a.CheckFire(self, this, facing, target);

            if (target.Actor != null)
                target.Actor.ChangeOwner(self.Owner);
        }
Beispiel #6
0
			bool CanTargetActor(Actor self, Target target, TargetModifiers modifiers, ref string cursor)
			{
				IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);

				var a = ab.ChooseArmamentForTarget(target);
				cursor = a != null && !target.IsInRange(self.CenterPosition, a.Weapon.Range)
					? ab.info.OutsideRangeCursor
					: ab.info.Cursor;

				if (target.Type == TargetType.Actor && target.Actor == self)
					return false;

				if (!ab.HasAnyValidWeapons(target))
					return false;

				if (modifiers.HasModifier(TargetModifiers.ForceAttack))
					return true;

				if (modifiers.HasModifier(TargetModifiers.ForceMove))
					return false;

				if (target.RequiresForceFire)
					return false;

				var targetableRelationship = negativeDamage ? Stance.Ally : Stance.Enemy;

				var owner = target.Type == TargetType.FrozenActor ? target.FrozenActor.Owner : target.Actor.Owner;
				return self.Owner.Stances[owner] == targetableRelationship;
			}
Beispiel #7
0
		public bool IsReachableTarget(Target target, bool allowMove)
		{
			return HasAnyValidWeapons(target)
				&& (target.IsInRange(self.CenterPosition, GetMaximumRange()) || (allowMove && self.HasTrait<IMove>()));
		}