Fix target invalidation and reacquisition in Attack.
This commit is contained in:
@@ -30,7 +30,12 @@ namespace OpenRA.Mods.Common.Activities
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readonly IFacing facing;
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readonly IPositionable positionable;
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readonly bool forceAttack;
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protected Target target;
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Target lastVisibleTarget;
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WDist lastVisibleMaximumRange;
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bool useLastVisibleTarget;
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bool wasMovingWithinRange;
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WDist minRange;
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WDist maxRange;
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@@ -49,16 +54,71 @@ namespace OpenRA.Mods.Common.Activities
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positionable = self.Trait<IPositionable>();
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move = allowMovement ? self.TraitOrDefault<IMove>() : null;
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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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lastVisibleTarget = Target.FromPos(target.CenterPosition);
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lastVisibleMaximumRange = attackTraits.Where(x => !x.IsTraitDisabled)
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.Min(x => x.GetMaximumRangeVersusTarget(target));
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}
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}
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protected virtual Target RecalculateTarget(Actor self)
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protected virtual Target RecalculateTarget(Actor self, out bool targetIsHiddenActor)
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{
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return target.RecalculateInvalidatingHiddenTargets(self.Owner);
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return target.Recalculate(self.Owner, out targetIsHiddenActor);
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}
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public override Activity Tick(Actor self)
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{
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target = RecalculateTarget(self);
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if (IsCanceled)
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return NextActivity;
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bool targetIsHiddenActor;
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target = RecalculateTarget(self, 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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lastVisibleMaximumRange = attackTraits.Where(x => !x.IsTraitDisabled)
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.Min(x => x.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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// If we are ticking again after previously sequencing a MoveWithRange then that move must have completed
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// Either we are in range and can see the target, or we've lost track of it and should give up
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if (wasMovingWithinRange && targetIsHiddenActor)
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return NextActivity;
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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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wasMovingWithinRange = false;
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var pos = self.CenterPosition;
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var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
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// We don't know where the target actually is, so move to where we last saw it
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if (useLastVisibleTarget)
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{
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// We've reached the assumed position but it is not there or we can't move any further - give up
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if (checkTarget.IsInRange(pos, lastVisibleMaximumRange) || move == null)
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return NextActivity;
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// Move towards the last known position
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wasMovingWithinRange = true;
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return ActivityUtils.SequenceActivities(
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move.MoveWithinRange(target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red),
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this);
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}
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turnActivity = moveActivity = null;
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attackStatus = AttackStatus.UnableToAttack;
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@@ -75,7 +135,10 @@ namespace OpenRA.Mods.Common.Activities
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return turnActivity;
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if (attackStatus.HasFlag(AttackStatus.NeedsToMove))
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{
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wasMovingWithinRange = true;
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return moveActivity;
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}
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return NextActivity;
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}
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@@ -105,7 +168,10 @@ namespace OpenRA.Mods.Common.Activities
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var sightRange = rs != null ? rs.Range : WDist.FromCells(2);
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attackStatus |= AttackStatus.NeedsToMove;
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moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(target, sightRange, targetLineColor: Color.Red), this);
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moveActivity = ActivityUtils.SequenceActivities(
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move.MoveWithinRange(target, sightRange, target.CenterPosition, Color.Red),
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this);
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return AttackStatus.NeedsToMove;
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}
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@@ -129,7 +195,10 @@ namespace OpenRA.Mods.Common.Activities
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return AttackStatus.UnableToAttack;
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attackStatus |= AttackStatus.NeedsToMove;
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moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(target, minRange, maxRange, targetLineColor: Color.Red), this);
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moveActivity = ActivityUtils.SequenceActivities(
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move.MoveWithinRange(target, minRange, maxRange, lastVisibleTarget.CenterPosition, Color.Red),
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this);
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return AttackStatus.NeedsToMove;
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}
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@@ -80,9 +80,10 @@ namespace OpenRA.Mods.D2k.Traits
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public SwallowTarget(Actor self, Target target, bool allowMovement, bool forceAttack)
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: base(self, target, allowMovement, forceAttack) { }
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protected override Target RecalculateTarget(Actor self)
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protected override Target RecalculateTarget(Actor self, out bool targetIsHiddenActor)
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{
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// Worms ignore visibility, so don't need to recalculate targets
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targetIsHiddenActor = false;
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return target;
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}
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}
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