Refactor Leap attack logic
This commit is contained in:
@@ -10,72 +10,120 @@
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.GameRules;
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using OpenRA.Mods.Cnc.Traits;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Activities
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{
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class Leap : Activity
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public class Leap : Activity
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{
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readonly Mobile mobile;
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readonly WeaponInfo weapon;
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readonly WPos destination, origin;
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readonly CPos destinationCell;
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readonly SubCell destinationSubCell = SubCell.Any;
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readonly int length;
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readonly AttackLeap attack;
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readonly EdibleByLeap edible;
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readonly Target target;
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WPos from;
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WPos to;
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int ticks;
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WAngle angle;
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BitSet<DamageType> damageTypes;
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bool canceled = false;
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bool jumpComplete = false;
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int ticks = 0;
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public Leap(Actor self, Actor target, Armament a, WDist speed, WAngle angle, BitSet<DamageType> damageTypes)
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public Leap(Actor self, Target target, Mobile mobile, Mobile targetMobile, int speed, AttackLeap attack, EdibleByLeap edible)
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{
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var targetMobile = target.TraitOrDefault<Mobile>();
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if (targetMobile == null)
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throw new InvalidOperationException("Leap requires a target actor with the Mobile trait");
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this.mobile = mobile;
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this.attack = attack;
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this.target = target;
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this.edible = edible;
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this.weapon = a.Weapon;
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this.angle = angle;
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this.damageTypes = damageTypes;
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mobile = self.Trait<Mobile>();
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mobile.SetLocation(mobile.FromCell, mobile.FromSubCell, targetMobile.FromCell, targetMobile.FromSubCell);
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mobile.IsMoving = true;
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destinationCell = target.Actor.Location;
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if (targetMobile != null)
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destinationSubCell = targetMobile.ToSubCell;
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from = self.CenterPosition;
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to = self.World.Map.CenterOfSubCell(targetMobile.FromCell, targetMobile.FromSubCell);
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length = Math.Max((to - from).Length / speed.Length, 1);
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origin = self.World.Map.CenterOfSubCell(self.Location, mobile.FromSubCell);
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destination = self.World.Map.CenterOfSubCell(destinationCell, destinationSubCell);
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length = Math.Max((origin - destination).Length / speed, 1);
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}
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// HACK: why isn't this using the interface?
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self.Trait<WithInfantryBody>().Attacking(self, Target.FromActor(target), a);
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protected override void OnFirstRun(Actor self)
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{
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// First check if we are still allowed to leap
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// We need an extra boolean as using Cancel() in OnFirstRun doesn't work
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canceled = !edible.GetLeapAtBy(self) || target.Type != TargetType.Actor;
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if (weapon.Report != null && weapon.Report.Any())
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Game.Sound.Play(SoundType.World, weapon.Report.Random(self.World.SharedRandom), self.CenterPosition);
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IsInterruptible = false;
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if (canceled)
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return;
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attack.GrantLeapCondition(self);
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}
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public override Activity Tick(Actor self)
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{
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if (ticks == 0 && IsCanceled)
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if (canceled)
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return NextActivity;
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mobile.SetVisualPosition(self, WPos.LerpQuadratic(from, to, angle, ++ticks, length));
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if (ticks >= length)
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// Correct the visual position after we jumped
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if (jumpComplete)
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{
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if (ChildActivity == null)
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return NextActivity;
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ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
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return this;
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}
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var position = length > 1 ? WPos.Lerp(origin, target.CenterPosition, ticks, length - 1) : target.CenterPosition;
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mobile.SetVisualPosition(self, position);
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// We are at the destination
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if (++ticks >= length)
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{
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mobile.SetLocation(mobile.ToCell, mobile.ToSubCell, mobile.ToCell, mobile.ToSubCell);
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mobile.FinishedMoving(self);
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mobile.IsMoving = false;
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self.World.ActorMap.GetActorsAt(mobile.ToCell, mobile.ToSubCell)
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.Except(new[] { self }).Where(t => weapon.IsValidAgainst(t, self))
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.Do(t => t.Kill(self, damageTypes));
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// Revoke the run condition
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attack.IsAiming = false;
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return NextActivity;
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// Move to the correct subcells, if our target actor uses subcells
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// (This does not update the visual position!)
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mobile.SetLocation(destinationCell, destinationSubCell, destinationCell, destinationSubCell);
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// Revoke the condition before attacking, as it is usually used to pause the attack trait
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attack.RevokeLeapCondition(self);
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attack.DoAttack(self, target);
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jumpComplete = true;
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QueueChild(mobile.VisualMove(self, position, self.World.Map.CenterOfSubCell(destinationCell, destinationSubCell)));
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return this;
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}
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mobile.IsMoving = true;
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return this;
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}
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protected override void OnLastRun(Actor self)
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{
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attack.RevokeLeapCondition(self);
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base.OnLastRun(self);
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}
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protected override void OnActorDispose(Actor self)
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{
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attack.RevokeLeapCondition(self);
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base.OnActorDispose(self);
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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yield return Target.FromPos(ticks < length / 2 ? origin : destination);
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}
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}
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}
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104
OpenRA.Mods.Cnc/Activities/LeapAttack.cs
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104
OpenRA.Mods.Cnc/Activities/LeapAttack.cs
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@@ -0,0 +1,104 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Cnc.Traits;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Activities
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{
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public class LeapAttack : Activity
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{
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readonly Target target;
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readonly AttackLeapInfo info;
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readonly AttackLeap attack;
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readonly Mobile mobile, targetMobile;
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readonly EdibleByLeap edible;
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readonly bool allowMovement;
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readonly IFacing facing;
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public LeapAttack(Actor self, Target target, bool allowMovement, AttackLeap attack, AttackLeapInfo info)
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{
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this.target = target;
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this.info = info;
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this.attack = attack;
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this.allowMovement = allowMovement;
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mobile = self.Trait<Mobile>();
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facing = self.TraitOrDefault<IFacing>();
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if (target.Type == TargetType.Actor)
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{
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targetMobile = target.Actor.TraitOrDefault<Mobile>();
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edible = target.Actor.TraitOrDefault<EdibleByLeap>();
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}
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attack.IsAiming = true;
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || edible == null)
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return NextActivity;
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// Run this even if the target became invalid to avoid visual glitches
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if (ChildActivity != null)
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{
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ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
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return this;
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}
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if (target.Type != TargetType.Actor || !edible.CanLeap(self) || !target.IsValidFor(self) || !attack.HasAnyValidWeapons(target))
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return NextActivity;
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var minRange = attack.GetMinimumRangeVersusTarget(target);
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var maxRange = attack.GetMaximumRangeVersusTarget(target);
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if (!target.IsInRange(self.CenterPosition, maxRange) || target.IsInRange(self.CenterPosition, minRange))
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{
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if (!allowMovement)
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return NextActivity;
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QueueChild(new MoveWithinRange(self, target, minRange, maxRange));
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return this;
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}
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if (attack.Armaments.All(a => a.IsReloading))
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return this;
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// Use CenterOfSubCell with ToSubCell instead of target.Centerposition
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// to avoid continuous facing adjustments as the target moves
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var targetSubcell = targetMobile != null ? targetMobile.ToSubCell : SubCell.Any;
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var destination = self.World.Map.CenterOfSubCell(target.Actor.Location, targetSubcell);
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var origin = self.World.Map.CenterOfSubCell(self.Location, mobile.FromSubCell);
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var desiredFacing = (destination - origin).Yaw.Facing;
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if (facing != null && facing.Facing != desiredFacing)
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{
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QueueChild(new Turn(self, desiredFacing));
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return this;
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}
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QueueChild(new Leap(self, target, mobile, targetMobile, info.Speed.Length, attack, edible));
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// Re-queue the child activities to kill the target if it didn't die in one go
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return this;
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}
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protected override void OnLastRun(Actor self)
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{
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attack.IsAiming = false;
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base.OnLastRun(self);
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}
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}
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}
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