Fix the autotarget bug that made turrets uncontrollable in combat

This commit is contained in:
ScottNZ
2013-08-13 01:31:04 +12:00
parent ef968a0caf
commit 115a447b2f
3 changed files with 36 additions and 31 deletions

View File

@@ -164,6 +164,12 @@ namespace OpenRA.Mods.RA
self.QueueActivity(GetAttackActivity(self, target, allowMove));
}
public bool IsReachableTarget(Target target, bool allowMove)
{
return HasAnyValidWeapons(target)
&& (target.IsInRange(self.CenterPosition, GetMaximumRange()) || (self.HasTrait<IMove>() && allowMove));
}
class AttackOrderTargeter : IOrderTargeter
{
readonly bool negativeDamage;

View File

@@ -10,7 +10,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Move;
@@ -20,12 +19,12 @@ namespace OpenRA.Mods.RA
{
class AttackTurretedInfo : AttackBaseInfo, Requires<TurretedInfo>
{
public override object Create(ActorInitializer init) { return new AttackTurreted( init.self ); }
public override object Create(ActorInitializer init) { return new AttackTurreted(init.self); }
}
class AttackTurreted : AttackBase, INotifyBuildComplete, ISync
{
protected Target target;
public Target Target { get; protected set; }
protected IEnumerable<Turreted> turrets;
[Sync] protected bool buildComplete;
@@ -34,9 +33,9 @@ namespace OpenRA.Mods.RA
turrets = self.TraitsImplementing<Turreted>();
}
protected override bool CanAttack( Actor self, Target target )
protected override bool CanAttack(Actor self, Target target)
{
if( self.HasTrait<Building>() && !buildComplete )
if (self.HasTrait<Building>() && !buildComplete)
return false;
if (!target.IsValid) return false;
@@ -45,21 +44,21 @@ namespace OpenRA.Mods.RA
foreach (var t in turrets)
if (t.FaceTarget(self, target))
canAttack = true;
if (!canAttack) return false;
if (!canAttack) return false;
return base.CanAttack( self, target );
return base.CanAttack(self, target);
}
public override void Tick(Actor self)
{
base.Tick(self);
DoAttack( self, target );
IsAttacking = target.IsValid;
DoAttack(self, Target);
IsAttacking = Target.IsValid;
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
return new AttackActivity( newTarget, allowMove );
return new AttackActivity(newTarget, allowMove);
}
public override void ResolveOrder(Actor self, Order order)
@@ -67,7 +66,7 @@ namespace OpenRA.Mods.RA
base.ResolveOrder(self, order);
if (order.OrderString == "Stop")
target = Target.Invalid;
Target = Target.Invalid;
}
public virtual void BuildingComplete(Actor self) { buildComplete = true; }
@@ -77,15 +76,15 @@ namespace OpenRA.Mods.RA
readonly Target target;
readonly bool allowMove;
public AttackActivity( Target newTarget, bool allowMove )
public AttackActivity(Target newTarget, bool allowMove)
{
this.target = newTarget;
this.allowMove = allowMove;
}
public override Activity Tick( Actor self )
public override Activity Tick(Actor self)
{
if( IsCanceled || !target.IsValid ) return NextActivity;
if (IsCanceled || !target.IsValid) return NextActivity;
if (self.IsDisabled()) return this;
@@ -97,7 +96,7 @@ namespace OpenRA.Mods.RA
{
var range = WRange.FromCells(Math.Max(0, (int)weapon.Weapon.Range - RangeTolerance));
attack.target = target;
attack.Target = target;
if (allowMove && self.HasTrait<Mobile>() && !self.Info.Traits.Get<MobileInfo>().OnRails)
return Util.SequenceActivities(new Follow(target, range), this);
}

View File

@@ -38,6 +38,7 @@ namespace OpenRA.Mods.RA
{
readonly AutoTargetInfo Info;
readonly AttackBase attack;
readonly AttackTurreted at;
[Sync] public int nextScanTime = 0;
public UnitStance stance;
@@ -52,6 +53,7 @@ namespace OpenRA.Mods.RA
attack = self.Trait<AttackBase>();
stance = Info.InitialStance;
predictedStance = stance;
at = self.TraitOrDefault<AttackTurreted>();
}
public void ResolveOrder(Actor self, Order order)
@@ -68,7 +70,6 @@ namespace OpenRA.Mods.RA
if (stance < UnitStance.ReturnFire) return;
// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
var attack = self.Trait<AttackBase>();
if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return;
// don't retaliate against own units force-firing on us. it's usually not what the player wanted.
@@ -78,22 +79,16 @@ namespace OpenRA.Mods.RA
Aggressor = e.Attacker;
attack.AttackTarget(Target.FromActor(e.Attacker), false, Info.AllowMovement && stance != UnitStance.Defend);
if (at == null || !at.IsReachableTarget(at.Target, Info.AllowMovement && stance != UnitStance.Defend))
Attack(self, e.Attacker);
}
public void TickIdle(Actor self)
{
if (stance < UnitStance.Defend) return;
var target = ScanForTarget(self, null);
if (target != null)
{
TargetedActor = target;
var t = Target.FromActor(target);
self.SetTargetLine(t, Color.Red, false);
attack.AttackTarget(t, false, Info.AllowMovement && stance != UnitStance.Defend);
}
if (at == null || !at.IsReachableTarget(at.Target, Info.AllowMovement && stance != UnitStance.Defend))
ScanAndAttack(self);
}
public void Tick(Actor self)
@@ -116,10 +111,15 @@ namespace OpenRA.Mods.RA
{
var targetActor = ScanForTarget(self, null);
if (targetActor != null)
{
TargetedActor = targetActor;
attack.AttackTarget(Target.FromActor(targetActor), false, Info.AllowMovement && stance != UnitStance.Defend);
}
Attack(self, targetActor);
}
void Attack(Actor self, Actor targetActor)
{
TargetedActor = targetActor;
var target = Target.FromActor(targetActor);
self.SetTargetLine(target, Color.Red, false);
attack.AttackTarget(target, false, Info.AllowMovement && stance != UnitStance.Defend);
}
Actor ChooseTarget(Actor self, WRange range)
@@ -150,5 +150,5 @@ namespace OpenRA.Mods.RA
[Desc("Will not get automatically targeted by enemy (like walls)")]
class AutoTargetIgnoreInfo : TraitInfo<AutoTargetIgnore> { }
class AutoTargetIgnore { }
}