Merge Rearm and Repair into Resupply activity

Allows parallel rearming and repairing.
This commit is contained in:
reaperrr
2019-03-24 16:26:14 +01:00
committed by Paul Chote
parent 123b3f054f
commit ba4b5738d7
9 changed files with 109 additions and 169 deletions

View File

@@ -61,8 +61,7 @@ namespace OpenRA.Mods.Cnc.Activities
// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
QueueChild(self, new MoveAdjacentTo(self, Target.FromActor(rearmTarget)), true);
QueueChild(self, movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget));
QueueChild(self, new Rearm(self, rearmTarget, new WDist(512)));
QueueChild(self, new Repair(self, rearmTarget, new WDist(512)));
QueueChild(self, new Resupply(self, rearmTarget, new WDist(512)));
return this;
}

View File

@@ -28,12 +28,8 @@ namespace OpenRA.Mods.Common.Activities
if (host == null)
return;
var resupplyActivities = aircraft.GetResupplyActivities(host).ToArray();
if (resupplyActivities.Any())
QueueChild(self, ActivityUtils.SequenceActivities(self, resupplyActivities));
QueueChild(self, new Resupply(self, host, WDist.Zero));
QueueChild(self, new AllowYieldingReservation(self));
if (aircraft.Info.TakeOffOnResupply)
QueueChild(self, new TakeOff(self, (a, b, c) => NextActivity == null && b.NextActivity == null));
}

View File

@@ -1,101 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Rearm : Activity
{
readonly Target host;
readonly WDist closeEnough;
readonly Rearmable rearmable;
public Rearm(Actor self, Actor host, WDist closeEnough)
{
this.host = Target.FromActor(host);
this.closeEnough = closeEnough;
rearmable = self.Trait<Rearmable>();
}
protected override void OnFirstRun(Actor self)
{
// Reset the ReloadDelay to avoid any issues with early cancellation
// from previous reload attempts (explicit order, host building died, etc).
// HACK: this really shouldn't be managed from here
foreach (var pool in rearmable.RearmableAmmoPools)
pool.RemainingTicks = pool.Info.ReloadDelay;
if (host.Type == TargetType.Invalid)
return;
foreach (var notify in host.Actor.TraitsImplementing<INotifyRearm>())
notify.RearmingStarted(host.Actor, self);
}
protected override void OnLastRun(Actor self)
{
if (host.Type == TargetType.Invalid)
return;
foreach (var notify in host.Actor.TraitsImplementing<INotifyRearm>())
notify.RearmingFinished(host.Actor, self);
}
protected override void OnActorDispose(Actor self)
{
// If the actor died (or will be disposed directly) this tick, Activity.TickOuter won't be ticked again,
// so we need to run OnLastRun directly (otherwise it would be skipped completely).
OnLastRun(self);
}
public override Activity Tick(Actor self)
{
if (IsCanceling)
return NextActivity;
if (host.Type == TargetType.Invalid)
return NextActivity;
if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
return NextActivity;
var complete = true;
foreach (var pool in rearmable.RearmableAmmoPools)
{
if (!pool.FullAmmo())
{
Reload(self, host.Actor, pool);
complete = false;
}
}
return complete ? NextActivity : this;
}
void Reload(Actor self, Actor host, AmmoPool ammoPool)
{
if (--ammoPool.RemainingTicks <= 0)
{
foreach (var notify in host.TraitsImplementing<INotifyRearm>())
notify.Rearming(host, self);
ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
}
}
}
}

View File

@@ -17,48 +17,90 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Repair : Activity
public class Resupply : Activity
{
readonly IHealth health;
readonly RepairsUnits[] allRepairsUnits;
readonly Target host;
readonly WDist closeEnough;
readonly Repairable repairable;
readonly RepairableNear repairableNear;
readonly Rearmable rearmable;
int remainingTicks;
bool played = false;
bool played;
bool paused;
bool repairComplete;
bool rearmComplete;
public Repair(Actor self, Actor host, WDist closeEnough)
public Resupply(Actor self, Actor host, WDist closeEnough)
{
this.host = Target.FromActor(host);
this.closeEnough = closeEnough;
allRepairsUnits = host.TraitsImplementing<RepairsUnits>().ToArray();
health = self.TraitOrDefault<IHealth>();
repairable = self.TraitOrDefault<Repairable>();
repairableNear = self.TraitOrDefault<RepairableNear>();
rearmable = self.TraitOrDefault<Rearmable>();
repairComplete = health == null || health.DamageState == DamageState.Undamaged
|| !allRepairsUnits.Any()
|| ((repairable == null || !repairable.Info.RepairActors.Contains(host.Info.Name))
&& (repairableNear == null || !repairableNear.Info.RepairActors.Contains(host.Info.Name)));
rearmComplete = rearmable == null || !rearmable.Info.RearmActors.Contains(host.Info.Name) || rearmable.RearmableAmmoPools.All(p => p.FullAmmo());
}
protected override void OnFirstRun(Actor self)
{
if (host.Actor.IsDead)
if (host.Type == TargetType.Invalid)
return;
foreach (var depot in host.Actor.TraitsImplementing<INotifyRepair>())
depot.BeforeRepair(host.Actor, self);
if (!repairComplete)
foreach (var notifyRepair in host.Actor.TraitsImplementing<INotifyRepair>())
notifyRepair.BeforeRepair(host.Actor, self);
if (!rearmComplete)
{
foreach (var notifyRearm in host.Actor.TraitsImplementing<INotifyRearm>())
notifyRearm.RearmingStarted(host.Actor, self);
// Reset the ReloadDelay to avoid any issues with early cancellation
// from previous reload attempts (explicit order, host building died, etc).
// HACK: this really shouldn't be managed from here
foreach (var pool in rearmable.RearmableAmmoPools)
pool.RemainingTicks = pool.Info.ReloadDelay;
}
}
public override Activity Tick(Actor self)
{
if (IsCanceling)
{
if (remainingTicks-- == 0)
return NextActivity;
return NextActivity;
return this;
}
if (host.Type == TargetType.Invalid || health == null)
return NextActivity;
if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
return NextActivity;
if (!repairComplete)
RepairTick(self);
if (!rearmComplete)
RearmTick(self);
if (repairComplete && rearmComplete)
return NextActivity;
return this;
}
void RepairTick(Actor self)
{
// First active.
RepairsUnits repairsUnits = null;
var paused = false;
paused = false;
foreach (var r in allRepairsUnits)
{
if (!r.IsTraitDisabled)
@@ -74,13 +116,12 @@ namespace OpenRA.Mods.Common.Activities
}
if (repairsUnits == null)
return paused ? this : NextActivity;
{
if (!paused)
repairComplete = true;
if (host.Type == TargetType.Invalid || health == null)
return NextActivity;
if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
return NextActivity;
return;
}
if (health.DamageState == DamageState.Undamaged)
{
@@ -93,7 +134,11 @@ namespace OpenRA.Mods.Common.Activities
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", repairsUnits.Info.FinishRepairingNotification, self.Owner.Faction.InternalName);
return NextActivity;
foreach (var notifyRepair in host.Actor.TraitsImplementing<INotifyRepair>())
notifyRepair.AfterRepair(host.Actor, self);
repairComplete = true;
return;
}
if (remainingTicks == 0)
@@ -114,7 +159,7 @@ namespace OpenRA.Mods.Common.Activities
if (!self.Owner.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true))
{
remainingTicks = 1;
return this;
return;
}
self.InflictDamage(host.Actor, new Damage(-hpToRepair));
@@ -126,24 +171,38 @@ namespace OpenRA.Mods.Common.Activities
}
else
--remainingTicks;
return this;
}
protected override void OnLastRun(Actor self)
void RearmTick(Actor self)
{
if (host.Actor.IsDead)
return;
rearmComplete = true;
foreach (var pool in rearmable.RearmableAmmoPools)
{
if (!pool.FullAmmo())
{
Reload(self, host.Actor, pool);
rearmComplete = false;
}
}
foreach (var depot in host.Actor.TraitsImplementing<INotifyRepair>())
depot.AfterRepair(host.Actor, self);
if (rearmComplete)
foreach (var notifyRearm in host.Actor.TraitsImplementing<INotifyRearm>())
notifyRearm.RearmingFinished(host.Actor, self);
}
protected override void OnActorDispose(Actor self)
void Reload(Actor self, Actor host, AmmoPool ammoPool)
{
// If the actor died (or will be disposed directly) this tick, Activity.TickOuter won't be ticked again,
// so we need to run OnLastRun directly (otherwise it would be skipped completely).
OnLastRun(self);
if (--ammoPool.RemainingTicks <= 0)
{
foreach (var notify in host.TraitsImplementing<INotifyRearm>())
notify.Rearming(host, self);
ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
}
}
}
}

View File

@@ -100,9 +100,8 @@
<Compile Include="Activities\Move\MoveWithinRange.cs" />
<Compile Include="Activities\Move\VisualMoveIntoTarget.cs" />
<Compile Include="Activities\Parachute.cs" />
<Compile Include="Activities\Rearm.cs" />
<Compile Include="Activities\RemoveSelf.cs" />
<Compile Include="Activities\Repair.cs" />
<Compile Include="Activities\Resupply.cs" />
<Compile Include="Activities\RepairBridge.cs" />
<Compile Include="Activities\RepairBuilding.cs" />
<Compile Include="Activities\Sell.cs" />

View File

@@ -541,16 +541,6 @@ namespace OpenRA.Mods.Common.Traits
return Info.LandableTerrainTypes.Contains(type);
}
public bool CanRearmAt(Actor host)
{
return rearmable != null && rearmable.Info.RearmActors.Contains(host.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
}
public bool CanRepairAt(Actor host)
{
return repairable != null && repairable.Info.RepairActors.Contains(host.Info.Name) && self.GetDamageState() != DamageState.Undamaged;
}
bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor)
{
// We are not blocked by the actor we are ignoring.
@@ -580,14 +570,14 @@ namespace OpenRA.Mods.Common.Traits
return true;
}
public virtual IEnumerable<Activity> GetResupplyActivities(Actor a)
public bool CanRearmAt(Actor host)
{
// The ResupplyAircraft activity guarantees that we're on the helipad/repair depot
if (CanRearmAt(a))
yield return new Rearm(self, a, WDist.Zero);
return rearmable != null && rearmable.Info.RearmActors.Contains(host.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
}
if (CanRepairAt(a))
yield return new Repair(self, a, WDist.Zero);
public bool CanRepairAt(Actor host)
{
return repairable != null && repairable.Info.RepairActors.Contains(host.Info.Name) && self.GetDamageState() != DamageState.Undamaged;
}
public void ModifyDeathActorInit(Actor self, TypeDictionary init)

View File

@@ -140,7 +140,7 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
var activity = a.CurrentActivity;
var type = activity.GetType();
if (type == typeof(Rearm) || type == typeof(ResupplyAircraft))
if (type == typeof(Resupply) || type == typeof(ResupplyAircraft))
return true;
var next = activity.NextActivity;
@@ -148,7 +148,7 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
return false;
var nextType = next.GetType();
if (nextType == typeof(Rearm) || nextType == typeof(ResupplyAircraft))
if (nextType == typeof(Resupply) || nextType == typeof(ResupplyAircraft))
return true;
return false;

View File

@@ -134,11 +134,9 @@ namespace OpenRA.Mods.Common.Traits
// TODO: This is hacky, but almost every single component affected
// will need to be rewritten anyway, so this is OK for now.
self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(targetActor.CenterPosition), targetActor));
if (CanRearmAt(targetActor) && CanRearm())
self.QueueActivity(new Rearm(self, targetActor, new WDist(512)));
// Add a CloseEnough range of 512 to ensure we're at the host actor
self.QueueActivity(new Repair(self, targetActor, new WDist(512)));
self.QueueActivity(new Resupply(self, targetActor, new WDist(512)));
var rp = targetActor.TraitOrDefault<RallyPoint>();
if (rp != null)

View File

@@ -31,14 +31,14 @@ namespace OpenRA.Mods.Common.Traits
class RepairableNear : IIssueOrder, IResolveOrder, IOrderVoice
{
public readonly RepairableNearInfo Info;
readonly Actor self;
readonly RepairableNearInfo info;
readonly IMove movement;
public RepairableNear(Actor self, RepairableNearInfo info)
{
this.self = self;
this.info = info;
Info = info;
movement = self.Trait<IMove>();
}
@@ -61,7 +61,7 @@ namespace OpenRA.Mods.Common.Traits
bool CanRepairAt(Actor target)
{
return info.RepairActors.Contains(target.Info.Name);
return Info.RepairActors.Contains(target.Info.Name);
}
bool ShouldRepair()
@@ -71,7 +71,7 @@ namespace OpenRA.Mods.Common.Traits
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "RepairNear" && ShouldRepair() ? info.Voice : null;
return order.OrderString == "RepairNear" && ShouldRepair() ? Info.Voice : null;
}
public void ResolveOrder(Actor self, Order order)
@@ -87,8 +87,8 @@ namespace OpenRA.Mods.Common.Traits
if (!order.Queued)
self.CancelActivity();
self.QueueActivity(movement.MoveWithinRange(order.Target, info.CloseEnough, targetLineColor: Color.Green));
self.QueueActivity(new Repair(self, order.Target.Actor, info.CloseEnough));
self.QueueActivity(movement.MoveWithinRange(order.Target, Info.CloseEnough, targetLineColor: Color.Green));
self.QueueActivity(new Resupply(self, order.Target.Actor, Info.CloseEnough));
self.SetTargetLine(order.Target, Color.Green, false);
}
@@ -98,7 +98,7 @@ namespace OpenRA.Mods.Common.Traits
var repairBuilding = self.World.ActorsWithTrait<RepairsUnits>()
.Where(a => !a.Actor.IsDead && a.Actor.IsInWorld
&& a.Actor.Owner.IsAlliedWith(self.Owner) &&
info.RepairActors.Contains(a.Actor.Info.Name))
Info.RepairActors.Contains(a.Actor.Info.Name))
.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.