Refactor FlyAttack to make strafing runs interruptible when target becomes invalid.

This commit is contained in:
tovl
2019-08-13 21:03:55 +02:00
committed by abcdefg30
parent e600848947
commit 70459b311e
2 changed files with 24 additions and 17 deletions

View File

@@ -24,7 +24,6 @@ namespace OpenRA.Mods.Common.Activities
readonly AttackAircraft attackAircraft;
readonly Rearmable rearmable;
readonly bool forceAttack;
readonly int ticksUntilTurn;
readonly Color? targetLineColor;
Target target;
@@ -35,6 +34,7 @@ namespace OpenRA.Mods.Common.Activities
bool useLastVisibleTarget;
bool hasTicked;
bool returnToBase;
int remainingTicksUntilTurn;
public FlyAttack(Actor self, Target target, bool forceAttack, Color? targetLineColor)
{
@@ -45,7 +45,6 @@ namespace OpenRA.Mods.Common.Activities
aircraft = self.Trait<Aircraft>();
attackAircraft = self.Trait<AttackAircraft>();
rearmable = self.TraitOrDefault<Rearmable>();
ticksUntilTurn = attackAircraft.Info.AttackTurnDelay;
// The target may become hidden between the initial order request and the first tick (e.g. if queued)
// Moving to any position (even if quite stale) is still better than immediately giving up
@@ -132,28 +131,33 @@ namespace OpenRA.Mods.Common.Activities
var delta = attackAircraft.GetTargetPosition(pos, target) - pos;
var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : aircraft.Facing;
var isAirborne = self.World.Map.DistanceAboveTerrain(pos).Length >= aircraft.Info.MinAirborneAltitude;
if (!isAirborne)
QueueChild(new TakeOff(self));
QueueChild(new TakeOff(self));
if (attackAircraft.Info.AttackType == AirAttackType.Strafe)
var minimumRange = attackAircraft.Info.AttackType == AirAttackType.Strafe ? WDist.Zero : attackAircraft.GetMinimumRangeVersusTarget(target);
// When strafing we must move forward for a minimum number of ticks after passing the target.
if (remainingTicksUntilTurn > 0)
{
if (target.IsInRange(pos, attackAircraft.GetMinimumRange()))
QueueChild(new FlyTimed(ticksUntilTurn, self));
Fly.FlyTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude);
remainingTicksUntilTurn--;
}
QueueChild(new Fly(self, target, target.CenterPosition, Color.Red));
QueueChild(new FlyTimed(ticksUntilTurn, self));
}
else
// Move into range of the target.
else if (!target.IsInRange(pos, lastVisibleMaximumRange) || target.IsInRange(pos, minimumRange))
QueueChild(aircraft.MoveWithinRange(target, minimumRange, lastVisibleMaximumRange, target.CenterPosition, Color.Red));
// The aircraft must keep moving forward even if it is already in an ideal position.
else if (!aircraft.Info.CanHover || attackAircraft.Info.AttackType == AirAttackType.Strafe)
{
var minimumRange = attackAircraft.GetMinimumRangeVersusTarget(target);
if (!target.IsInRange(pos, lastVisibleMaximumRange) || target.IsInRange(pos, minimumRange))
QueueChild(new Fly(self, target, minimumRange, lastVisibleMaximumRange, target.CenterPosition, Color.Red));
else if (isAirborne) // Don't use 'else' to avoid conflict with TakeOff
Fly.VerticalTakeOffOrLandTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude);
Fly.FlyTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude);
remainingTicksUntilTurn = attackAircraft.Info.AttackTurnDelay;
}
// Turn to face the target if required.
else if (!attackAircraft.TargetInFiringArc(self, target, attackAircraft.Info.FacingTolerance))
aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.TurnSpeed);
return false;
}