Fix target invalidation and reacquisition in (Fly|Heli)Attack.

This commit is contained in:
Paul Chote
2019-01-13 21:42:42 +00:00
parent 0bfc487999
commit 8efa0da54d
2 changed files with 106 additions and 47 deletions

View File

@@ -9,6 +9,7 @@
*/
#endregion
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
@@ -22,6 +23,9 @@ namespace OpenRA.Mods.Common.Activities
readonly AttackAircraft attackAircraft;
readonly Rearmable rearmable;
Target target;
Target lastVisibleTarget;
WDist lastVisibleMaximumRange;
bool useLastVisibleTarget;
int ticksUntilTurn;
@@ -32,38 +36,81 @@ namespace OpenRA.Mods.Common.Activities
attackAircraft = self.Trait<AttackAircraft>();
rearmable = self.TraitOrDefault<Rearmable>();
ticksUntilTurn = attackAircraft.AttackAircraftInfo.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
if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
{
lastVisibleTarget = Target.FromPos(target.CenterPosition);
lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target);
}
}
public override Activity Tick(Actor self)
{
// Refuse to take off if it would land immediately again.
if (aircraft.ForceLanding)
{
Cancel(self);
if (IsCanceled)
return NextActivity;
bool targetIsHiddenActor;
target = target.Recalculate(self.Owner, out targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
{
lastVisibleTarget = Target.FromTargetPositions(target);
lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target);
}
target = target.RecalculateInvalidatingHiddenTargets(self.Owner);
var oldUseLastVisibleTarget = useLastVisibleTarget;
useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
if (!target.IsValidFor(self))
// Update target lines if required
if (useLastVisibleTarget != oldUseLastVisibleTarget)
self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, Color.Red, false);
// Target is hidden or dead, and we don't have a fallback position to move towards
if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
return NextActivity;
// If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload and then resume the activity
if (rearmable != null && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
if (rearmable != null && !useLastVisibleTarget && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
return ActivityUtils.SequenceActivities(new ReturnToBase(self, aircraft.Info.AbortOnResupply), this);
var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
// We don't know where the target actually is, so move to where we last saw it
if (useLastVisibleTarget)
{
// We've reached the assumed position but it is not there - give up
if (checkTarget.IsInRange(pos, lastVisibleMaximumRange))
return NextActivity;
// Fly towards the last known position
return ActivityUtils.SequenceActivities(
new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red),
this);
}
// If we reach here the target is guaranteed to be both visible and alive, so use target instead of checkTarget.
// The target may not be in range, but try attacking anyway...
attackAircraft.DoAttack(self, target);
if (ChildActivity == null)
{
if (IsCanceled)
return NextActivity;
// TODO: This should fire each weapon at its maximum range
if (attackAircraft != null && target.IsInRange(self.CenterPosition, attackAircraft.Armaments.Where(Exts.IsTraitEnabled).Select(a => a.Weapon.MinRange).Min()))
ChildActivity = ActivityUtils.SequenceActivities(new FlyTimed(ticksUntilTurn, self), new Fly(self, target), new FlyTimed(ticksUntilTurn, self));
if (attackAircraft != null && target.IsInRange(self.CenterPosition, attackAircraft.GetMinimumRange()))
ChildActivity = ActivityUtils.SequenceActivities(
new FlyTimed(ticksUntilTurn, self),
new Fly(self, target, checkTarget.CenterPosition, Color.Red),
new FlyTimed(ticksUntilTurn, self));
else
ChildActivity = ActivityUtils.SequenceActivities(new Fly(self, target), new FlyTimed(ticksUntilTurn, self));
ChildActivity = ActivityUtils.SequenceActivities(
new Fly(self, target, checkTarget.CenterPosition, Color.Red),
new FlyTimed(ticksUntilTurn, self));
// HACK: This needs to be done in this round-about way because TakeOff doesn't behave as expected when it doesn't have a NextActivity.
if (self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length < aircraft.Info.MinAirborneAltitude)