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 #endregion
using System.Drawing;
using System.Linq; using System.Linq;
using OpenRA.Activities; using OpenRA.Activities;
using OpenRA.Mods.Common.Traits; using OpenRA.Mods.Common.Traits;
@@ -22,6 +23,9 @@ namespace OpenRA.Mods.Common.Activities
readonly AttackAircraft attackAircraft; readonly AttackAircraft attackAircraft;
readonly Rearmable rearmable; readonly Rearmable rearmable;
Target target; Target target;
Target lastVisibleTarget;
WDist lastVisibleMaximumRange;
bool useLastVisibleTarget;
int ticksUntilTurn; int ticksUntilTurn;
@@ -32,38 +36,81 @@ namespace OpenRA.Mods.Common.Activities
attackAircraft = self.Trait<AttackAircraft>(); attackAircraft = self.Trait<AttackAircraft>();
rearmable = self.TraitOrDefault<Rearmable>(); rearmable = self.TraitOrDefault<Rearmable>();
ticksUntilTurn = attackAircraft.AttackAircraftInfo.AttackTurnDelay; 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) public override Activity Tick(Actor self)
{ {
// Refuse to take off if it would land immediately again. // Refuse to take off if it would land immediately again.
if (aircraft.ForceLanding) if (aircraft.ForceLanding)
{
Cancel(self); Cancel(self);
if (IsCanceled)
return NextActivity; 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; 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 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); 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); attackAircraft.DoAttack(self, target);
if (ChildActivity == null) if (ChildActivity == null)
{ {
if (IsCanceled)
return NextActivity;
// TODO: This should fire each weapon at its maximum range // 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())) if (attackAircraft != null && target.IsInRange(self.CenterPosition, attackAircraft.GetMinimumRange()))
ChildActivity = ActivityUtils.SequenceActivities(new FlyTimed(ticksUntilTurn, self), new Fly(self, target), new FlyTimed(ticksUntilTurn, self)); ChildActivity = ActivityUtils.SequenceActivities(
new FlyTimed(ticksUntilTurn, self),
new Fly(self, target, checkTarget.CenterPosition, Color.Red),
new FlyTimed(ticksUntilTurn, self));
else 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. // 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) if (self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length < aircraft.Info.MinAirborneAltitude)

View File

@@ -21,72 +21,84 @@ namespace OpenRA.Mods.Common.Activities
{ {
readonly Aircraft aircraft; readonly Aircraft aircraft;
readonly AttackAircraft attackAircraft; readonly AttackAircraft attackAircraft;
readonly bool attackOnlyVisibleTargets;
readonly Rearmable rearmable; readonly Rearmable rearmable;
Target target; Target target;
bool canHideUnderFog; Target lastVisibleTarget;
protected Target Target WDist lastVisibleMaximumRange;
{ bool useLastVisibleTarget;
get
{
return target;
}
private set public HeliAttack(Actor self, Target target)
{
target = value;
if (target.Type == TargetType.Actor)
canHideUnderFog = target.Actor.Info.HasTraitInfo<HiddenUnderFogInfo>();
}
}
public HeliAttack(Actor self, Target target, bool attackOnlyVisibleTargets = true)
{ {
Target = target; this.target = target;
aircraft = self.Trait<Aircraft>(); aircraft = self.Trait<Aircraft>();
attackAircraft = self.Trait<AttackAircraft>(); attackAircraft = self.Trait<AttackAircraft>();
this.attackOnlyVisibleTargets = attackOnlyVisibleTargets;
rearmable = self.TraitOrDefault<Rearmable>(); rearmable = self.TraitOrDefault<Rearmable>();
// 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) public override Activity Tick(Actor self)
{ {
// Refuse to take off if it would land immediately again. // Refuse to take off if it would land immediately again.
if (aircraft.ForceLanding) if (aircraft.ForceLanding)
{
Cancel(self); Cancel(self);
return NextActivity;
}
if (IsCanceled || !target.IsValidFor(self)) if (IsCanceled)
return NextActivity; return NextActivity;
var pos = self.CenterPosition; bool targetIsHiddenActor;
var targetPos = attackAircraft.GetTargetPosition(pos, target); target = target.Recalculate(self.Owner, out targetIsHiddenActor);
if (attackOnlyVisibleTargets && target.Type == TargetType.Actor && canHideUnderFog if (!targetIsHiddenActor && target.Type == TargetType.Actor)
&& !target.Actor.CanBeViewedByPlayer(self.Owner))
{ {
var newTarget = Target.FromCell(self.World, self.World.Map.CellContaining(targetPos)); lastVisibleTarget = Target.FromTargetPositions(target);
lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target);
Cancel(self);
self.SetTargetLine(newTarget, Color.Green);
return new HeliFly(self, newTarget);
} }
var oldUseLastVisibleTarget = useLastVisibleTarget;
useLastVisibleTarget = targetIsHiddenActor || !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 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 HeliReturnToBase(self, aircraft.Info.AbortOnResupply), this); return ActivityUtils.SequenceActivities(new HeliReturnToBase(self, aircraft.Info.AbortOnResupply), this);
var dist = targetPos - pos; var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
// Can rotate facing while ascending // Update facing
var desiredFacing = dist.HorizontalLengthSquared != 0 ? dist.Yaw.Facing : aircraft.Facing; var delta = attackAircraft.GetTargetPosition(pos, checkTarget) - pos;
var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : aircraft.Facing;
aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.TurnSpeed); aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.TurnSpeed);
if (HeliFly.AdjustAltitude(self, aircraft, aircraft.Info.CruiseAltitude)) if (HeliFly.AdjustAltitude(self, aircraft, aircraft.Info.CruiseAltitude))
return this; return this;
// 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
aircraft.SetPosition(self, aircraft.CenterPosition + aircraft.FlyStep(desiredFacing));
return this;
}
// Fly towards the target // Fly towards the target
if (!target.IsInRange(pos, attackAircraft.GetMaximumRangeVersusTarget(target))) if (!target.IsInRange(pos, attackAircraft.GetMaximumRangeVersusTarget(target)))
aircraft.SetPosition(self, aircraft.CenterPosition + aircraft.FlyStep(desiredFacing)); aircraft.SetPosition(self, aircraft.CenterPosition + aircraft.FlyStep(desiredFacing));