Refactor Leap attack logic
This commit is contained in:
104
OpenRA.Mods.Cnc/Activities/LeapAttack.cs
Normal file
104
OpenRA.Mods.Cnc/Activities/LeapAttack.cs
Normal file
@@ -0,0 +1,104 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2018 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, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using OpenRA.Activities;
|
||||
using OpenRA.Mods.Cnc.Traits;
|
||||
using OpenRA.Mods.Common.Activities;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Cnc.Activities
|
||||
{
|
||||
public class LeapAttack : Activity
|
||||
{
|
||||
readonly Target target;
|
||||
readonly AttackLeapInfo info;
|
||||
readonly AttackLeap attack;
|
||||
readonly Mobile mobile, targetMobile;
|
||||
readonly EdibleByLeap edible;
|
||||
readonly bool allowMovement;
|
||||
readonly IFacing facing;
|
||||
|
||||
public LeapAttack(Actor self, Target target, bool allowMovement, AttackLeap attack, AttackLeapInfo info)
|
||||
{
|
||||
this.target = target;
|
||||
this.info = info;
|
||||
this.attack = attack;
|
||||
this.allowMovement = allowMovement;
|
||||
|
||||
mobile = self.Trait<Mobile>();
|
||||
facing = self.TraitOrDefault<IFacing>();
|
||||
|
||||
if (target.Type == TargetType.Actor)
|
||||
{
|
||||
targetMobile = target.Actor.TraitOrDefault<Mobile>();
|
||||
edible = target.Actor.TraitOrDefault<EdibleByLeap>();
|
||||
}
|
||||
|
||||
attack.IsAiming = true;
|
||||
}
|
||||
|
||||
public override Activity Tick(Actor self)
|
||||
{
|
||||
if (IsCanceled || edible == null)
|
||||
return NextActivity;
|
||||
|
||||
// Run this even if the target became invalid to avoid visual glitches
|
||||
if (ChildActivity != null)
|
||||
{
|
||||
ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
|
||||
return this;
|
||||
}
|
||||
|
||||
if (target.Type != TargetType.Actor || !edible.CanLeap(self) || !target.IsValidFor(self) || !attack.HasAnyValidWeapons(target))
|
||||
return NextActivity;
|
||||
|
||||
var minRange = attack.GetMinimumRangeVersusTarget(target);
|
||||
var maxRange = attack.GetMaximumRangeVersusTarget(target);
|
||||
if (!target.IsInRange(self.CenterPosition, maxRange) || target.IsInRange(self.CenterPosition, minRange))
|
||||
{
|
||||
if (!allowMovement)
|
||||
return NextActivity;
|
||||
|
||||
QueueChild(new MoveWithinRange(self, target, minRange, maxRange));
|
||||
return this;
|
||||
}
|
||||
|
||||
if (attack.Armaments.All(a => a.IsReloading))
|
||||
return this;
|
||||
|
||||
// Use CenterOfSubCell with ToSubCell instead of target.Centerposition
|
||||
// to avoid continuous facing adjustments as the target moves
|
||||
var targetSubcell = targetMobile != null ? targetMobile.ToSubCell : SubCell.Any;
|
||||
var destination = self.World.Map.CenterOfSubCell(target.Actor.Location, targetSubcell);
|
||||
var origin = self.World.Map.CenterOfSubCell(self.Location, mobile.FromSubCell);
|
||||
var desiredFacing = (destination - origin).Yaw.Facing;
|
||||
if (facing != null && facing.Facing != desiredFacing)
|
||||
{
|
||||
QueueChild(new Turn(self, desiredFacing));
|
||||
return this;
|
||||
}
|
||||
|
||||
QueueChild(new Leap(self, target, mobile, targetMobile, info.Speed.Length, attack, edible));
|
||||
|
||||
// Re-queue the child activities to kill the target if it didn't die in one go
|
||||
return this;
|
||||
}
|
||||
|
||||
protected override void OnLastRun(Actor self)
|
||||
{
|
||||
attack.IsAiming = false;
|
||||
base.OnLastRun(self);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user