Merge Rearm and Repair into Resupply activity
Allows parallel rearming and repairing.
This commit is contained in:
@@ -61,8 +61,7 @@ namespace OpenRA.Mods.Cnc.Activities
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// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
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QueueChild(self, new MoveAdjacentTo(self, Target.FromActor(rearmTarget)), true);
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QueueChild(self, movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget));
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QueueChild(self, new Rearm(self, rearmTarget, new WDist(512)));
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QueueChild(self, new Repair(self, rearmTarget, new WDist(512)));
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QueueChild(self, new Resupply(self, rearmTarget, new WDist(512)));
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return this;
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}
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@@ -28,12 +28,8 @@ namespace OpenRA.Mods.Common.Activities
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if (host == null)
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return;
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var resupplyActivities = aircraft.GetResupplyActivities(host).ToArray();
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if (resupplyActivities.Any())
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QueueChild(self, ActivityUtils.SequenceActivities(self, resupplyActivities));
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QueueChild(self, new Resupply(self, host, WDist.Zero));
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QueueChild(self, new AllowYieldingReservation(self));
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if (aircraft.Info.TakeOffOnResupply)
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QueueChild(self, new TakeOff(self, (a, b, c) => NextActivity == null && b.NextActivity == null));
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}
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@@ -1,101 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class Rearm : Activity
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{
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readonly Target host;
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readonly WDist closeEnough;
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readonly Rearmable rearmable;
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public Rearm(Actor self, Actor host, WDist closeEnough)
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{
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this.host = Target.FromActor(host);
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this.closeEnough = closeEnough;
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rearmable = self.Trait<Rearmable>();
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}
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protected override void OnFirstRun(Actor self)
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{
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// Reset the ReloadDelay to avoid any issues with early cancellation
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// from previous reload attempts (explicit order, host building died, etc).
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// HACK: this really shouldn't be managed from here
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foreach (var pool in rearmable.RearmableAmmoPools)
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pool.RemainingTicks = pool.Info.ReloadDelay;
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if (host.Type == TargetType.Invalid)
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return;
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foreach (var notify in host.Actor.TraitsImplementing<INotifyRearm>())
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notify.RearmingStarted(host.Actor, self);
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}
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protected override void OnLastRun(Actor self)
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{
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if (host.Type == TargetType.Invalid)
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return;
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foreach (var notify in host.Actor.TraitsImplementing<INotifyRearm>())
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notify.RearmingFinished(host.Actor, self);
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}
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protected override void OnActorDispose(Actor self)
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{
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// If the actor died (or will be disposed directly) this tick, Activity.TickOuter won't be ticked again,
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// so we need to run OnLastRun directly (otherwise it would be skipped completely).
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OnLastRun(self);
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceling)
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return NextActivity;
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if (host.Type == TargetType.Invalid)
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return NextActivity;
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if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
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return NextActivity;
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var complete = true;
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foreach (var pool in rearmable.RearmableAmmoPools)
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{
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if (!pool.FullAmmo())
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{
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Reload(self, host.Actor, pool);
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complete = false;
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}
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}
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return complete ? NextActivity : this;
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}
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void Reload(Actor self, Actor host, AmmoPool ammoPool)
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{
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if (--ammoPool.RemainingTicks <= 0)
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{
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foreach (var notify in host.TraitsImplementing<INotifyRearm>())
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notify.Rearming(host, self);
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ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
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if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
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Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
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ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
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}
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}
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}
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}
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@@ -17,48 +17,90 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class Repair : Activity
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public class Resupply : Activity
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{
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readonly IHealth health;
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readonly RepairsUnits[] allRepairsUnits;
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readonly Target host;
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readonly WDist closeEnough;
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readonly Repairable repairable;
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readonly RepairableNear repairableNear;
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readonly Rearmable rearmable;
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int remainingTicks;
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bool played = false;
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bool played;
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bool paused;
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bool repairComplete;
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bool rearmComplete;
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public Repair(Actor self, Actor host, WDist closeEnough)
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public Resupply(Actor self, Actor host, WDist closeEnough)
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{
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this.host = Target.FromActor(host);
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this.closeEnough = closeEnough;
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allRepairsUnits = host.TraitsImplementing<RepairsUnits>().ToArray();
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health = self.TraitOrDefault<IHealth>();
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repairable = self.TraitOrDefault<Repairable>();
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repairableNear = self.TraitOrDefault<RepairableNear>();
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rearmable = self.TraitOrDefault<Rearmable>();
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repairComplete = health == null || health.DamageState == DamageState.Undamaged
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|| !allRepairsUnits.Any()
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|| ((repairable == null || !repairable.Info.RepairActors.Contains(host.Info.Name))
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&& (repairableNear == null || !repairableNear.Info.RepairActors.Contains(host.Info.Name)));
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rearmComplete = rearmable == null || !rearmable.Info.RearmActors.Contains(host.Info.Name) || rearmable.RearmableAmmoPools.All(p => p.FullAmmo());
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}
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protected override void OnFirstRun(Actor self)
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{
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if (host.Actor.IsDead)
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if (host.Type == TargetType.Invalid)
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return;
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foreach (var depot in host.Actor.TraitsImplementing<INotifyRepair>())
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depot.BeforeRepair(host.Actor, self);
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if (!repairComplete)
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foreach (var notifyRepair in host.Actor.TraitsImplementing<INotifyRepair>())
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notifyRepair.BeforeRepair(host.Actor, self);
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if (!rearmComplete)
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{
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foreach (var notifyRearm in host.Actor.TraitsImplementing<INotifyRearm>())
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notifyRearm.RearmingStarted(host.Actor, self);
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// Reset the ReloadDelay to avoid any issues with early cancellation
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// from previous reload attempts (explicit order, host building died, etc).
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// HACK: this really shouldn't be managed from here
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foreach (var pool in rearmable.RearmableAmmoPools)
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pool.RemainingTicks = pool.Info.ReloadDelay;
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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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if (IsCanceling)
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{
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if (remainingTicks-- == 0)
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return NextActivity;
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return NextActivity;
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return this;
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}
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if (host.Type == TargetType.Invalid || health == null)
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return NextActivity;
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if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
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return NextActivity;
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if (!repairComplete)
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RepairTick(self);
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if (!rearmComplete)
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RearmTick(self);
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if (repairComplete && rearmComplete)
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return NextActivity;
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return this;
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}
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void RepairTick(Actor self)
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{
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// First active.
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RepairsUnits repairsUnits = null;
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var paused = false;
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paused = false;
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foreach (var r in allRepairsUnits)
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{
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if (!r.IsTraitDisabled)
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@@ -74,13 +116,12 @@ namespace OpenRA.Mods.Common.Activities
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}
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if (repairsUnits == null)
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return paused ? this : NextActivity;
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{
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if (!paused)
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repairComplete = true;
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if (host.Type == TargetType.Invalid || health == null)
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return NextActivity;
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if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
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return NextActivity;
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return;
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}
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if (health.DamageState == DamageState.Undamaged)
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{
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@@ -93,7 +134,11 @@ namespace OpenRA.Mods.Common.Activities
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", repairsUnits.Info.FinishRepairingNotification, self.Owner.Faction.InternalName);
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return NextActivity;
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foreach (var notifyRepair in host.Actor.TraitsImplementing<INotifyRepair>())
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notifyRepair.AfterRepair(host.Actor, self);
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repairComplete = true;
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return;
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}
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if (remainingTicks == 0)
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@@ -114,7 +159,7 @@ namespace OpenRA.Mods.Common.Activities
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if (!self.Owner.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true))
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{
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remainingTicks = 1;
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return this;
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return;
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}
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self.InflictDamage(host.Actor, new Damage(-hpToRepair));
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@@ -126,24 +171,38 @@ namespace OpenRA.Mods.Common.Activities
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}
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else
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--remainingTicks;
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return this;
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}
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protected override void OnLastRun(Actor self)
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void RearmTick(Actor self)
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{
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if (host.Actor.IsDead)
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return;
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rearmComplete = true;
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foreach (var pool in rearmable.RearmableAmmoPools)
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{
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if (!pool.FullAmmo())
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{
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Reload(self, host.Actor, pool);
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rearmComplete = false;
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}
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}
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foreach (var depot in host.Actor.TraitsImplementing<INotifyRepair>())
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depot.AfterRepair(host.Actor, self);
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if (rearmComplete)
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foreach (var notifyRearm in host.Actor.TraitsImplementing<INotifyRearm>())
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notifyRearm.RearmingFinished(host.Actor, self);
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}
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protected override void OnActorDispose(Actor self)
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void Reload(Actor self, Actor host, AmmoPool ammoPool)
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{
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// If the actor died (or will be disposed directly) this tick, Activity.TickOuter won't be ticked again,
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// so we need to run OnLastRun directly (otherwise it would be skipped completely).
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OnLastRun(self);
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if (--ammoPool.RemainingTicks <= 0)
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{
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foreach (var notify in host.TraitsImplementing<INotifyRearm>())
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notify.Rearming(host, self);
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ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
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if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
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Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
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ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
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}
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}
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}
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}
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@@ -100,9 +100,8 @@
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<Compile Include="Activities\Move\MoveWithinRange.cs" />
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<Compile Include="Activities\Move\VisualMoveIntoTarget.cs" />
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<Compile Include="Activities\Parachute.cs" />
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<Compile Include="Activities\Rearm.cs" />
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<Compile Include="Activities\RemoveSelf.cs" />
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<Compile Include="Activities\Repair.cs" />
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<Compile Include="Activities\Resupply.cs" />
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<Compile Include="Activities\RepairBridge.cs" />
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<Compile Include="Activities\RepairBuilding.cs" />
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<Compile Include="Activities\Sell.cs" />
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@@ -541,16 +541,6 @@ namespace OpenRA.Mods.Common.Traits
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return Info.LandableTerrainTypes.Contains(type);
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}
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public bool CanRearmAt(Actor host)
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{
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return rearmable != null && rearmable.Info.RearmActors.Contains(host.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
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}
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public bool CanRepairAt(Actor host)
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{
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return repairable != null && repairable.Info.RepairActors.Contains(host.Info.Name) && self.GetDamageState() != DamageState.Undamaged;
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}
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bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor)
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{
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// We are not blocked by the actor we are ignoring.
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@@ -580,14 +570,14 @@ namespace OpenRA.Mods.Common.Traits
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return true;
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}
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public virtual IEnumerable<Activity> GetResupplyActivities(Actor a)
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public bool CanRearmAt(Actor host)
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{
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// The ResupplyAircraft activity guarantees that we're on the helipad/repair depot
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if (CanRearmAt(a))
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yield return new Rearm(self, a, WDist.Zero);
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return rearmable != null && rearmable.Info.RearmActors.Contains(host.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
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}
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if (CanRepairAt(a))
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yield return new Repair(self, a, WDist.Zero);
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public bool CanRepairAt(Actor host)
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{
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return repairable != null && repairable.Info.RepairActors.Contains(host.Info.Name) && self.GetDamageState() != DamageState.Undamaged;
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}
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public void ModifyDeathActorInit(Actor self, TypeDictionary init)
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@@ -140,7 +140,7 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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var activity = a.CurrentActivity;
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var type = activity.GetType();
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if (type == typeof(Rearm) || type == typeof(ResupplyAircraft))
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if (type == typeof(Resupply) || type == typeof(ResupplyAircraft))
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return true;
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var next = activity.NextActivity;
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@@ -148,7 +148,7 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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return false;
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var nextType = next.GetType();
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if (nextType == typeof(Rearm) || nextType == typeof(ResupplyAircraft))
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if (nextType == typeof(Resupply) || nextType == typeof(ResupplyAircraft))
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return true;
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return false;
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@@ -134,11 +134,9 @@ namespace OpenRA.Mods.Common.Traits
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// TODO: This is hacky, but almost every single component affected
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// will need to be rewritten anyway, so this is OK for now.
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self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(targetActor.CenterPosition), targetActor));
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if (CanRearmAt(targetActor) && CanRearm())
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self.QueueActivity(new Rearm(self, targetActor, new WDist(512)));
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// Add a CloseEnough range of 512 to ensure we're at the host actor
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self.QueueActivity(new Repair(self, targetActor, new WDist(512)));
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self.QueueActivity(new Resupply(self, targetActor, new WDist(512)));
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var rp = targetActor.TraitOrDefault<RallyPoint>();
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if (rp != null)
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@@ -31,14 +31,14 @@ namespace OpenRA.Mods.Common.Traits
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class RepairableNear : IIssueOrder, IResolveOrder, IOrderVoice
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{
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public readonly RepairableNearInfo Info;
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readonly Actor self;
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readonly RepairableNearInfo info;
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readonly IMove movement;
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public RepairableNear(Actor self, RepairableNearInfo info)
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{
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this.self = self;
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this.info = info;
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Info = info;
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movement = self.Trait<IMove>();
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}
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@@ -61,7 +61,7 @@ namespace OpenRA.Mods.Common.Traits
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bool CanRepairAt(Actor target)
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{
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return info.RepairActors.Contains(target.Info.Name);
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return Info.RepairActors.Contains(target.Info.Name);
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}
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bool ShouldRepair()
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@@ -71,7 +71,7 @@ namespace OpenRA.Mods.Common.Traits
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "RepairNear" && ShouldRepair() ? info.Voice : null;
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return order.OrderString == "RepairNear" && ShouldRepair() ? Info.Voice : null;
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}
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public void ResolveOrder(Actor self, Order order)
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@@ -87,8 +87,8 @@ namespace OpenRA.Mods.Common.Traits
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if (!order.Queued)
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self.CancelActivity();
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self.QueueActivity(movement.MoveWithinRange(order.Target, info.CloseEnough, targetLineColor: Color.Green));
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self.QueueActivity(new Repair(self, order.Target.Actor, info.CloseEnough));
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self.QueueActivity(movement.MoveWithinRange(order.Target, Info.CloseEnough, targetLineColor: Color.Green));
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self.QueueActivity(new Resupply(self, order.Target.Actor, Info.CloseEnough));
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self.SetTargetLine(order.Target, Color.Green, false);
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}
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@@ -98,7 +98,7 @@ namespace OpenRA.Mods.Common.Traits
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var repairBuilding = self.World.ActorsWithTrait<RepairsUnits>()
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.Where(a => !a.Actor.IsDead && a.Actor.IsInWorld
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&& a.Actor.Owner.IsAlliedWith(self.Owner) &&
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info.RepairActors.Contains(a.Actor.Info.Name))
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Info.RepairActors.Contains(a.Actor.Info.Name))
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.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
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|
||||
// Worst case FirstOrDefault() will return a TraitPair<null, null>, which is OK.
|
||||
|
||||
Reference in New Issue
Block a user