Replace pseudo-childactivities in AttackMoveActivity.

This commit is contained in:
tovl
2019-04-03 23:08:00 +02:00
committed by reaperrr
parent 1c13520ffd
commit 0e1374f0eb
2 changed files with 42 additions and 83 deletions

View File

@@ -20,92 +20,80 @@ namespace OpenRA.Mods.Common.Activities
public class AttackMoveActivity : Activity
{
readonly Func<Activity> getInner;
public readonly bool IsAssaultMove;
Activity inner;
Activity attack;
readonly bool isAssaultMove;
AutoTarget autoTarget;
bool moving;
ConditionManager conditionManager;
AttackMove attackMove;
int token = ConditionManager.InvalidConditionToken;
public AttackMoveActivity(Actor self, Func<Activity> getInner, bool assaultMoving = false)
{
this.getInner = getInner;
autoTarget = self.TraitOrDefault<AutoTarget>();
moving = false;
IsAssaultMove = assaultMoving;
conditionManager = self.TraitOrDefault<ConditionManager>();
attackMove = self.TraitOrDefault<AttackMove>();
isAssaultMove = assaultMoving;
}
protected override void OnFirstRun(Actor self)
{
// Start moving.
QueueChild(self, getInner());
if (conditionManager == null || attackMove == null)
return;
if (!isAssaultMove && !string.IsNullOrEmpty(attackMove.Info.AttackMoveScanCondition))
token = conditionManager.GrantCondition(self, attackMove.Info.AttackMoveScanCondition);
else if (isAssaultMove && !string.IsNullOrEmpty(attackMove.Info.AssaultMoveScanCondition))
token = conditionManager.GrantCondition(self, attackMove.Info.AssaultMoveScanCondition);
}
public override Activity Tick(Actor self)
{
if (IsCanceling)
{
if (attack != null)
{
attack = ActivityUtils.RunActivity(self, attack);
return this;
}
if (inner != null)
{
inner = ActivityUtils.RunActivity(self, inner);
return this;
}
return NextActivity;
}
if (attack == null && autoTarget != null)
// We are not currently attacking a target, so scan for new targets.
if (!IsCanceling && ChildActivity != null && ChildActivity.NextActivity == null && autoTarget != null)
{
// ScanForTarget already limits the scanning rate for performance so we don't need to do that here.
var target = autoTarget.ScanForTarget(self, true, true);
if (target.Type != TargetType.Invalid)
{
if (inner != null)
inner.Cancel(self);
// We have found a target so cancel the current move activity and queue attack activities.
ChildActivity.Cancel(self);
var attackBases = autoTarget.ActiveAttackBases;
foreach (var ab in attackBases)
{
if (attack == null)
attack = ab.GetAttackActivity(self, target, true, false);
else
attack = ActivityUtils.SequenceActivities(self, attack, ab.GetAttackActivity(self, target, true, false));
QueueChild(self, ab.GetAttackActivity(self, target, true, false));
ab.OnQueueAttackActivity(self, target, false, true, false);
}
moving = false;
// Make sure to continue moving when the attack activities have finished.
QueueChild(self, getInner());
}
}
if (attack == null && inner == null)
if (ChildActivity != null)
{
if (moving)
return NextActivity;
inner = getInner();
moving = true;
ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
if (ChildActivity != null)
return this;
}
if (inner == null)
attack = ActivityUtils.RunActivity(self, attack);
inner = ActivityUtils.RunActivity(self, inner);
return this;
// The last queued childactivity is guaranteed to be the inner move, so if we get here it means
// we have reached our destination and there are no more enemies on our path.
return NextActivity;
}
public override void Cancel(Actor self, bool keepQueue = false)
protected override void OnLastRun(Actor self)
{
if (!IsCanceling && inner != null)
inner.Cancel(self);
if (!IsCanceling && attack != null)
attack.Cancel(self);
base.Cancel(self, keepQueue);
if (conditionManager != null && token != ConditionManager.InvalidConditionToken)
token = conditionManager.RevokeCondition(self, token);
}
public override IEnumerable<Target> GetTargets(Actor self)
{
if (inner != null)
return inner.GetTargets(self);
if (ChildActivity != null)
return ChildActivity.GetTargets(self);
return Target.None;
}