Add maximum and minimum range vs. target checks
This adresses the issue that actors would ignore the validity of weapons when deciding the attack distance versus a target. This could result in actors staying out of range of a weapon valid versus target if they carried a weapon with higher range but invalid versus target.
This commit is contained in:
@@ -82,12 +82,12 @@ namespace OpenRA.Mods.Common.Activities
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// Fly towards the target
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// Fly towards the target
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// TODO: Fix that the helicopter won't do anything if it has multiple weapons with different ranges
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// TODO: Fix that the helicopter won't do anything if it has multiple weapons with different ranges
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// and the weapon with the longest range is out of ammo
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// and the weapon with the longest range is out of ammo
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if (!target.IsInRange(self.CenterPosition, attackHeli.GetMaximumRange()))
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if (!target.IsInRange(self.CenterPosition, attackHeli.GetMaximumRangeVersusTarget(target)))
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helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing));
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helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing));
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// Fly backwards from the target
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// Fly backwards from the target
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// TODO: Same problem as with MaximumRange
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// TODO: Same problem as with MaximumRange
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if (target.IsInRange(self.CenterPosition, attackHeli.GetMinimumRange()))
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if (target.IsInRange(self.CenterPosition, attackHeli.GetMinimumRangeVersusTarget(target)))
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{
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{
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// Facing 0 doesn't work with the following position change
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// Facing 0 doesn't work with the following position change
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var facing = 1;
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var facing = 1;
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@@ -230,6 +230,52 @@ namespace OpenRA.Mods.Common.Traits
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return max;
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return max;
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}
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}
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public WDist GetMinimumRangeVersusTarget(Target target)
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{
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if (IsTraitDisabled)
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return WDist.Zero;
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// PERF: Avoid LINQ.
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var min = WDist.MaxValue;
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foreach (var armament in Armaments)
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{
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if (armament.IsTraitDisabled)
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continue;
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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continue;
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var range = armament.Weapon.MinRange;
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if (min > range)
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min = range;
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}
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return min != WDist.MaxValue ? min : WDist.Zero;
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}
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public WDist GetMaximumRangeVersusTarget(Target target)
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{
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if (IsTraitDisabled)
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return WDist.Zero;
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// PERF: Avoid LINQ.
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var max = WDist.Zero;
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foreach (var armament in Armaments)
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{
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if (armament.IsTraitDisabled)
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continue;
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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continue;
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var range = armament.MaxRange();
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if (max < range)
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max = range;
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}
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return max;
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}
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// Enumerates all armaments, that this actor possesses, that can be used against Target t
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// Enumerates all armaments, that this actor possesses, that can be used against Target t
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public IEnumerable<Armament> ChooseArmamentsForTarget(Target t, bool forceAttack)
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public IEnumerable<Armament> ChooseArmamentsForTarget(Target t, bool forceAttack)
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{
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{
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@@ -282,7 +328,7 @@ namespace OpenRA.Mods.Common.Traits
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public bool IsReachableTarget(Target target, bool allowMove)
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public bool IsReachableTarget(Target target, bool allowMove)
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{
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{
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return HasAnyValidWeapons(target)
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return HasAnyValidWeapons(target)
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&& (target.IsInRange(self.CenterPosition, GetMaximumRange()) || (allowMove && self.Info.HasTraitInfo<IMoveInfo>()));
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&& (target.IsInRange(self.CenterPosition, GetMaximumRangeVersusTarget(target)) || (allowMove && self.Info.HasTraitInfo<IMoveInfo>()));
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}
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}
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public Stance UnforcedAttackTargetStances()
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public Stance UnforcedAttackTargetStances()
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