Merge pull request #9672 from penev92/fixAutoTarget
Fix a series of visibility/targeting bugs
This commit is contained in:
@@ -29,7 +29,7 @@ namespace OpenRA.Orders
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else
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{
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var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
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.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && !a.Footprint.All(world.ShroudObscures))
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.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
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.WithHighestSelectionPriority();
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target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
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}
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@@ -73,7 +73,7 @@ namespace OpenRA.Orders
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else
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{
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var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
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.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && !a.Footprint.All(world.ShroudObscures))
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.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
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.WithHighestSelectionPriority();
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target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
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}
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@@ -223,13 +223,24 @@ namespace OpenRA.Mods.Common.Traits
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// (short-circuiting in the logical expression below)
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var owner = null as Player;
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if (t.Type == TargetType.FrozenActor)
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{
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owner = t.FrozenActor.Owner;
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}
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else if (t.Type == TargetType.Actor)
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owner = t.Actor.Owner;
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{
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owner = t.Actor.EffectiveOwner != null && t.Actor.EffectiveOwner.Owner != null
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? t.Actor.EffectiveOwner.Owner
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: t.Actor.Owner;
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return Armaments.Where(a => (!a.IsTraitDisabled || !onlyEnabled) &&
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a.Weapon.IsValidAgainst(t, self.World, self) &&
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(owner == null || (forceAttack ? a.Info.ForceTargetStances : a.Info.TargetStances)
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// Special cases for spies so we don't kill friendly disguised spies
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// and enable dogs to kill enemy disguised spies.
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if (self.Owner.Stances[t.Actor.Owner] == Stance.Ally || self.Info.HasTraitInfo<IgnoresDisguiseInfo>())
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owner = t.Actor.Owner;
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}
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return Armaments.Where(a => (!a.IsTraitDisabled || !onlyEnabled)
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&& a.Weapon.IsValidAgainst(t, self.World, self)
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&& (owner == null || (forceAttack ? a.Info.ForceTargetStances : a.Info.TargetStances)
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.HasStance(self.Owner.Stances[owner])));
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}
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@@ -157,14 +157,15 @@ namespace OpenRA.Mods.Common.Traits
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Actor ChooseTarget(Actor self, WDist range, bool allowMove)
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{
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var inRange = self.World.FindActorsInCircle(self.CenterPosition, range);
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var inRange = self.World.FindActorsInCircle(self.CenterPosition, range)
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.Where(a => !a.Info.HasTraitInfo<AutoTargetIgnoreInfo>());
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// Armaments are enumerated in attack.Armaments in construct order
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// When autotargeting, first choose targets according to the used armament construct order
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// And then according to distance from actor
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// This enables preferential treatment of certain armaments
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// (e.g. tesla trooper's tesla zap should have precedence over tesla charge)
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var actrarms = inRange
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var actorByArmament = inRange
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// Select only the first compatible armament for each actor: if this actor is selected
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// it will be thanks to the first armament anyways, since that is the first selection
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@@ -174,20 +175,19 @@ namespace OpenRA.Mods.Common.Traits
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var target = Target.FromActor(a);
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return new KeyValuePair<Armament, Actor>(
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attack.ChooseArmamentsForTarget(target, false)
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.Where(arm => allowMove
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.FirstOrDefault(arm => allowMove
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|| (target.IsInRange(self.CenterPosition, arm.MaxRange())
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&& !target.IsInRange(self.CenterPosition, arm.Weapon.MinRange)))
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.FirstOrDefault(), a);
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&& !target.IsInRange(self.CenterPosition, arm.Weapon.MinRange))), a);
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})
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.Where(kv => kv.Key != null && kv.Value.TraitOrDefault<AutoTargetIgnore>() == null)
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.Where(kv => kv.Key != null && self.Owner.CanViewActor(kv.Value))
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.GroupBy(kv => kv.Key, kv => kv.Value)
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.ToDictionary(kv => kv.Key, kv => kv.ClosestTo(self));
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foreach (var arm in attack.Armaments)
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{
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Actor actor;
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if (actrarms.TryGetValue(arm, out actor))
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if (actorByArmament.TryGetValue(arm, out actor))
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return actor;
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}
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