Fix target invalidation and reacquisition in (Fly|Heli)Attack.
This commit is contained in:
@@ -9,6 +9,7 @@
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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.Activities;
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using OpenRA.Mods.Common.Traits;
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@@ -22,6 +23,9 @@ namespace OpenRA.Mods.Common.Activities
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readonly AttackAircraft attackAircraft;
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readonly Rearmable rearmable;
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Target target;
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Target lastVisibleTarget;
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WDist lastVisibleMaximumRange;
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bool useLastVisibleTarget;
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int ticksUntilTurn;
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@@ -32,38 +36,81 @@ namespace OpenRA.Mods.Common.Activities
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attackAircraft = self.Trait<AttackAircraft>();
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rearmable = self.TraitOrDefault<Rearmable>();
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ticksUntilTurn = attackAircraft.AttackAircraftInfo.AttackTurnDelay;
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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 = attackAircraft.GetMaximumRangeVersusTarget(target);
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}
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}
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public override Activity Tick(Actor self)
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{
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// Refuse to take off if it would land immediately again.
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if (aircraft.ForceLanding)
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{
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Cancel(self);
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if (IsCanceled)
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return NextActivity;
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bool targetIsHiddenActor;
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target = target.Recalculate(self.Owner, 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 = attackAircraft.GetMaximumRangeVersusTarget(target);
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}
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target = target.RecalculateInvalidatingHiddenTargets(self.Owner);
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var oldUseLastVisibleTarget = useLastVisibleTarget;
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useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
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if (!target.IsValidFor(self))
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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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// If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload and then resume the activity
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if (rearmable != null && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
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if (rearmable != null && !useLastVisibleTarget && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
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return ActivityUtils.SequenceActivities(new ReturnToBase(self, aircraft.Info.AbortOnResupply), this);
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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 - give up
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if (checkTarget.IsInRange(pos, lastVisibleMaximumRange))
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return NextActivity;
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// Fly towards the last known position
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return ActivityUtils.SequenceActivities(
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new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red),
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this);
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}
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// If we reach here the target is guaranteed to be both visible and alive, so use target instead of checkTarget.
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// The target may not be in range, but try attacking anyway...
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attackAircraft.DoAttack(self, target);
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if (ChildActivity == null)
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{
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if (IsCanceled)
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return NextActivity;
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// TODO: This should fire each weapon at its maximum range
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if (attackAircraft != null && target.IsInRange(self.CenterPosition, attackAircraft.Armaments.Where(Exts.IsTraitEnabled).Select(a => a.Weapon.MinRange).Min()))
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ChildActivity = ActivityUtils.SequenceActivities(new FlyTimed(ticksUntilTurn, self), new Fly(self, target), new FlyTimed(ticksUntilTurn, self));
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if (attackAircraft != null && target.IsInRange(self.CenterPosition, attackAircraft.GetMinimumRange()))
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ChildActivity = ActivityUtils.SequenceActivities(
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new FlyTimed(ticksUntilTurn, self),
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new Fly(self, target, checkTarget.CenterPosition, Color.Red),
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new FlyTimed(ticksUntilTurn, self));
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else
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ChildActivity = ActivityUtils.SequenceActivities(new Fly(self, target), new FlyTimed(ticksUntilTurn, self));
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ChildActivity = ActivityUtils.SequenceActivities(
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new Fly(self, target, checkTarget.CenterPosition, Color.Red),
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new FlyTimed(ticksUntilTurn, self));
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// 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.
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if (self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length < aircraft.Info.MinAirborneAltitude)
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@@ -21,72 +21,84 @@ namespace OpenRA.Mods.Common.Activities
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{
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readonly Aircraft aircraft;
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readonly AttackAircraft attackAircraft;
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readonly bool attackOnlyVisibleTargets;
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readonly Rearmable rearmable;
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Target target;
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bool canHideUnderFog;
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protected Target Target
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{
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get
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{
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return target;
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}
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Target lastVisibleTarget;
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WDist lastVisibleMaximumRange;
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bool useLastVisibleTarget;
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private set
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{
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target = value;
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if (target.Type == TargetType.Actor)
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canHideUnderFog = target.Actor.Info.HasTraitInfo<HiddenUnderFogInfo>();
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}
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}
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public HeliAttack(Actor self, Target target, bool attackOnlyVisibleTargets = true)
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public HeliAttack(Actor self, Target target)
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{
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Target = target;
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this.target = target;
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aircraft = self.Trait<Aircraft>();
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attackAircraft = self.Trait<AttackAircraft>();
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this.attackOnlyVisibleTargets = attackOnlyVisibleTargets;
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rearmable = self.TraitOrDefault<Rearmable>();
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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 = attackAircraft.GetMaximumRangeVersusTarget(target);
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}
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}
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public override Activity Tick(Actor self)
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{
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// Refuse to take off if it would land immediately again.
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if (aircraft.ForceLanding)
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{
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Cancel(self);
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return NextActivity;
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}
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if (IsCanceled || !target.IsValidFor(self))
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if (IsCanceled)
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return NextActivity;
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var pos = self.CenterPosition;
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var targetPos = attackAircraft.GetTargetPosition(pos, target);
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if (attackOnlyVisibleTargets && target.Type == TargetType.Actor && canHideUnderFog
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&& !target.Actor.CanBeViewedByPlayer(self.Owner))
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bool targetIsHiddenActor;
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target = target.Recalculate(self.Owner, out targetIsHiddenActor);
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if (!targetIsHiddenActor && target.Type == TargetType.Actor)
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{
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var newTarget = Target.FromCell(self.World, self.World.Map.CellContaining(targetPos));
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Cancel(self);
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self.SetTargetLine(newTarget, Color.Green);
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return new HeliFly(self, newTarget);
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lastVisibleTarget = Target.FromTargetPositions(target);
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lastVisibleMaximumRange = attackAircraft.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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// 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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// If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload and then resume the activity
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if (rearmable != null && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
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if (rearmable != null && !useLastVisibleTarget && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
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return ActivityUtils.SequenceActivities(new HeliReturnToBase(self, aircraft.Info.AbortOnResupply), this);
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var dist = targetPos - pos;
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var pos = self.CenterPosition;
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var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
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// Can rotate facing while ascending
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var desiredFacing = dist.HorizontalLengthSquared != 0 ? dist.Yaw.Facing : aircraft.Facing;
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// Update facing
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var delta = attackAircraft.GetTargetPosition(pos, checkTarget) - pos;
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var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : aircraft.Facing;
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aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.TurnSpeed);
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if (HeliFly.AdjustAltitude(self, aircraft, aircraft.Info.CruiseAltitude))
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return this;
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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 - give up
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if (checkTarget.IsInRange(pos, lastVisibleMaximumRange))
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return NextActivity;
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// Fly towards the last known position
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aircraft.SetPosition(self, aircraft.CenterPosition + aircraft.FlyStep(desiredFacing));
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return this;
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}
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// Fly towards the target
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if (!target.IsInRange(pos, attackAircraft.GetMaximumRangeVersusTarget(target)))
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aircraft.SetPosition(self, aircraft.CenterPosition + aircraft.FlyStep(desiredFacing));
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