Fix target invalidation and reacquisition in LeapAttack.
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@@ -14,6 +14,7 @@ using System.Drawing;
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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;
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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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@@ -22,13 +23,16 @@ 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 Mobile mobile;
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readonly bool allowMovement;
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readonly IFacing facing;
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Target target;
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Target lastVisibleTarget;
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bool useLastVisibleTarget;
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WDist lastVisibleMinRange;
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WDist lastVisibleMaxRange;
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public LeapAttack(Actor self, Target target, bool allowMovement, AttackLeap attack, AttackLeapInfo info)
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{
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@@ -36,14 +40,16 @@ namespace OpenRA.Mods.Cnc.Activities
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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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// The target may become hidden between the initial order request and the first tick (e.g. if queued)
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// Moving to any position (even if quite stale) is still better than immediately giving up
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if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
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|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
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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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lastVisibleTarget = Target.FromPos(target.CenterPosition);
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lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
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lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
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}
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}
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@@ -54,9 +60,6 @@ namespace OpenRA.Mods.Cnc.Activities
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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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@@ -64,30 +67,66 @@ namespace OpenRA.Mods.Cnc.Activities
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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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if (IsCanceled)
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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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bool targetIsHiddenActor;
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target = target.Recalculate(self.Owner, out targetIsHiddenActor);
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if (!targetIsHiddenActor && target.Type == TargetType.Actor)
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{
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lastVisibleTarget = Target.FromTargetPositions(target);
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lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
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lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
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}
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var oldUseLastVisibleTarget = useLastVisibleTarget;
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useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
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// Update target lines if required
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if (useLastVisibleTarget != oldUseLastVisibleTarget)
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self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, Color.Red, false);
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// Target is hidden or dead, and we don't have a fallback position to move towards
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if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
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return NextActivity;
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var pos = self.CenterPosition;
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var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
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if (!checkTarget.IsInRange(pos, lastVisibleMaxRange) || checkTarget.IsInRange(pos, lastVisibleMinRange))
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{
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if (!allowMovement)
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return NextActivity;
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QueueChild(mobile.MoveWithinRange(target, minRange, maxRange, targetLineColor: Color.Red));
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QueueChild(mobile.MoveWithinRange(target, lastVisibleMinRange, lastVisibleMaxRange, checkTarget.CenterPosition, Color.Red));
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return this;
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}
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// Ready to leap, but target isn't visible
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if (targetIsHiddenActor || target.Type != TargetType.Actor)
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return NextActivity;
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// Target is not valid
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if (!target.IsValidFor(self) || !attack.HasAnyValidWeapons(target))
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return NextActivity;
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var edible = target.Actor.TraitOrDefault<EdibleByLeap>();
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if (edible == null || !edible.CanLeap(self))
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return NextActivity;
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// Can't leap yet
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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 targetMobile = target.Actor.TraitOrDefault<Mobile>();
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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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if (mobile.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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