Moves Attack, Armament, Move, Air traits and activities as well as anything required by them to Mods.Common.
Extracts Exit from Production into its own trait.
This commit is contained in:
167
OpenRA.Mods.Common/Traits/AutoTarget.cs
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167
OpenRA.Mods.Common/Traits/AutoTarget.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Drawing;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("The actor will automatically engage the enemy when it is in range.")]
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public class AutoTargetInfo : ITraitInfo, Requires<AttackBaseInfo>
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{
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[Desc("It will try to hunt down the enemy if it is not set to defend.")]
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public readonly bool AllowMovement = true;
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[Desc("Set to a value >1 to override weapons maximum range for this.")]
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public readonly int ScanRadius = -1;
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[Desc("Possible values are HoldFire, ReturnFire, Defend and AttackAnything.")]
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public readonly UnitStance InitialStance = UnitStance.AttackAnything;
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[Desc("Allow the player to change the unit stance.")]
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public readonly bool EnableStances = true;
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[Desc("Ticks to wait until next AutoTarget: attempt.")]
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public readonly int MinimumScanTimeInterval = 3;
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[Desc("Ticks to wait until next AutoTarget: attempt.")]
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public readonly int MaximumScanTimeInterval = 8;
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public readonly bool TargetWhenIdle = true;
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public readonly bool TargetWhenDamaged = true;
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public object Create(ActorInitializer init) { return new AutoTarget(init.self, this); }
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}
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public enum UnitStance { HoldFire, ReturnFire, Defend, AttackAnything }
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public class AutoTarget : INotifyIdle, INotifyDamage, ITick, IResolveOrder, ISync
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{
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readonly AutoTargetInfo info;
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readonly AttackBase attack;
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readonly AttackFollow at;
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[Sync] int nextScanTime = 0;
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public UnitStance Stance;
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[Sync] public Actor Aggressor;
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[Sync] public Actor TargetedActor;
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// NOT SYNCED: do not refer to this anywhere other than UI code
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public UnitStance PredictedStance;
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public AutoTarget(Actor self, AutoTargetInfo info)
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{
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this.info = info;
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attack = self.Trait<AttackBase>();
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Stance = info.InitialStance;
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PredictedStance = Stance;
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at = self.TraitOrDefault<AttackFollow>();
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "SetUnitStance" && info.EnableStances)
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Stance = (UnitStance)order.ExtraData;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (!self.IsIdle || !info.TargetWhenDamaged)
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return;
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var attacker = e.Attacker;
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if (attacker.Destroyed || Stance < UnitStance.ReturnFire)
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return;
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if (!attacker.IsInWorld && !attacker.Destroyed)
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{
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// If the aggressor is in a transport, then attack the transport instead
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var passenger = attacker.TraitOrDefault<Passenger>();
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if (passenger != null && passenger.Transport != null)
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attacker = passenger.Transport;
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}
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// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
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if (!attack.HasAnyValidWeapons(Target.FromActor(attacker)))
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return;
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// don't retaliate against own units force-firing on us. It's usually not what the player wanted.
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if (attacker.AppearsFriendlyTo(self))
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return;
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// don't retaliate against healers
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if (e.Damage < 0)
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return;
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Aggressor = attacker;
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if (at == null || !at.IsReachableTarget(at.Target, info.AllowMovement && Stance != UnitStance.Defend))
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Attack(self, Aggressor);
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}
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public void TickIdle(Actor self)
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{
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if (Stance < UnitStance.Defend || !info.TargetWhenIdle)
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return;
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var allowMovement = info.AllowMovement && Stance != UnitStance.Defend;
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if (at == null || !at.IsReachableTarget(at.Target, allowMovement))
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ScanAndAttack(self);
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}
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public void Tick(Actor self)
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{
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if (nextScanTime > 0)
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--nextScanTime;
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}
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public Actor ScanForTarget(Actor self, Actor currentTarget)
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{
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if (nextScanTime <= 0)
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{
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var range = info.ScanRadius > 0 ? WRange.FromCells(info.ScanRadius) : attack.GetMaximumRange();
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if (self.IsIdle || currentTarget == null || !Target.FromActor(currentTarget).IsInRange(self.CenterPosition, range))
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return ChooseTarget(self, range);
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}
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return currentTarget;
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}
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public void ScanAndAttack(Actor self)
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{
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var targetActor = ScanForTarget(self, null);
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if (targetActor != null)
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Attack(self, targetActor);
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}
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void Attack(Actor self, Actor targetActor)
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{
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TargetedActor = targetActor;
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var target = Target.FromActor(targetActor);
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self.SetTargetLine(target, Color.Red, false);
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attack.AttackTarget(target, false, info.AllowMovement && Stance != UnitStance.Defend);
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}
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Actor ChooseTarget(Actor self, WRange range)
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{
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nextScanTime = self.World.SharedRandom.Next(info.MinimumScanTimeInterval, info.MaximumScanTimeInterval);
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var inRange = self.World.FindActorsInCircle(self.CenterPosition, range);
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return inRange
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.Where(a =>
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a.AppearsHostileTo(self) &&
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!a.HasTrait<AutoTargetIgnore>() &&
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attack.HasAnyValidWeapons(Target.FromActor(a)) &&
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self.Owner.Shroud.IsTargetable(a))
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.ClosestTo(self);
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}
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}
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[Desc("Will not get automatically targeted by enemy (like walls)")]
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class AutoTargetIgnoreInfo : TraitInfo<AutoTargetIgnore> { }
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class AutoTargetIgnore { }
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}
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