Add IdleBehavior enum to Aircraft

This commit is contained in:
reaperrr
2019-06-10 06:05:16 +02:00
committed by abcdefg30
parent d185f6e9f1
commit bfcdb3a8a2
13 changed files with 130 additions and 129 deletions

View File

@@ -114,7 +114,8 @@ namespace OpenRA.Mods.Common.Activities
// TODO: It would be better to not take off at all, but we lack the plumbing to detect current airborne/landed state.
// If the aircraft lands when idle and is idle, we let the default idle handler manage this.
// TODO: Remove this after fixing all activities to work properly with arbitrary starting altitudes.
var skipHeightAdjustment = aircraft.Info.LandWhenIdle && self.CurrentActivity.IsCanceling && self.CurrentActivity.NextActivity == null;
var landWhenIdle = aircraft.Info.IdleBehavior == IdleBehaviorType.Land;
var skipHeightAdjustment = landWhenIdle && self.CurrentActivity.IsCanceling && self.CurrentActivity.NextActivity == null;
if (aircraft.Info.CanHover && !skipHeightAdjustment && dat != aircraft.Info.CruiseAltitude)
{
if (dat <= aircraft.LandAltitude)

View File

@@ -81,7 +81,8 @@ namespace OpenRA.Mods.Common.Activities
// If the aircraft lands when idle and is idle, continue landing,
// otherwise climb back to CruiseAltitude.
// TODO: Remove this after fixing all activities to work properly with arbitrary starting altitudes.
var continueLanding = aircraft.Info.LandWhenIdle && self.CurrentActivity.IsCanceling && self.CurrentActivity.NextActivity == null;
var shouldLand = aircraft.Info.IdleBehavior == IdleBehaviorType.Land;
var continueLanding = shouldLand && self.CurrentActivity.IsCanceling && self.CurrentActivity.NextActivity == null;
if (!continueLanding)
{
var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition);

View File

@@ -21,9 +21,21 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public enum IdleBehaviorType
{
None,
Land,
ReturnToBase,
LeaveMap,
}
public class AircraftInfo : ITraitInfo, IPositionableInfo, IFacingInfo, IMoveInfo, ICruiseAltitudeInfo,
IActorPreviewInitInfo, IEditorActorOptions, IObservesVariablesInfo
{
[Desc("Behavior when aircraft becomes idle. Options are Land, ReturnToBase, LeaveMap, and None.",
"'Land' will behave like 'None' (hover or circle) if a suitable landing site is not available.")]
public readonly IdleBehaviorType IdleBehavior = IdleBehaviorType.None;
public readonly WDist CruiseAltitude = new WDist(1280);
[Desc("Whether the aircraft can be repulsed.")]
@@ -78,9 +90,6 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Does the actor land and take off vertically?")]
public readonly bool VTOL = false;
[Desc("Will this actor try to land after it has no more commands?")]
public readonly bool LandWhenIdle = true;
[Desc("Does this VTOL actor need to turn before landing (on terrain)?")]
public readonly bool TurnToLand = false;
@@ -365,10 +374,9 @@ namespace OpenRA.Mods.Common.Traits
{
ForceLanding = false;
if (!Info.LandWhenIdle)
if (Info.IdleBehavior != IdleBehaviorType.Land)
{
self.CancelActivity();
self.QueueActivity(new TakeOff(self));
}
}
@@ -684,15 +692,31 @@ namespace OpenRA.Mods.Common.Traits
}
}
var isCircler = !Info.CanHover;
if (!atLandAltitude && Info.LandWhenIdle && Info.LandableTerrainTypes.Count > 0)
self.QueueActivity(new Land(self));
else if (isCircler && !atLandAltitude)
self.QueueActivity(new FlyCircle(self, -1, Info.IdleTurnSpeed > -1 ? Info.IdleTurnSpeed : TurnSpeed));
else if (atLandAltitude && !CanLand(self.Location) && ReservedActor == null)
self.QueueActivity(new TakeOff(self));
else if (!atLandAltitude && altitude != Info.CruiseAltitude && !Info.LandWhenIdle)
self.QueueActivity(new TakeOff(self));
if (Info.IdleBehavior == IdleBehaviorType.LeaveMap)
{
self.QueueActivity(new FlyOffMap(self));
self.QueueActivity(new RemoveSelf());
}
else if (Info.IdleBehavior == IdleBehaviorType.ReturnToBase && GetActorBelow() == null)
self.QueueActivity(new ReturnToBase(self, null, !Info.TakeOffOnResupply));
else
{
if (atLandAltitude)
{
if (!CanLand(self.Location) && ReservedActor == null)
self.QueueActivity(new TakeOff(self));
// All remaining idle behaviors rely on not being atLandAltitude, so unconditionally return
return;
}
if (Info.IdleBehavior != IdleBehaviorType.Land && altitude != Info.CruiseAltitude)
self.QueueActivity(new TakeOff(self));
else if (Info.IdleBehavior == IdleBehaviorType.Land && Info.LandableTerrainTypes.Count > 0)
self.QueueActivity(new Land(self));
else if (!Info.CanHover)
self.QueueActivity(new FlyCircle(self, -1, Info.IdleTurnSpeed > -1 ? Info.IdleTurnSpeed : TurnSpeed));
}
}
#region Implement IPositionable

View File

@@ -1,28 +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.Mods.Common.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Leave the map when idle.")]
class FlyAwayOnIdleInfo : TraitInfo<FlyAwayOnIdle> { }
class FlyAwayOnIdle : INotifyIdle
{
void INotifyIdle.TickIdle(Actor self)
{
self.QueueActivity(new FlyOffMap(self));
self.QueueActivity(new RemoveSelf());
}
}
}

View File

@@ -1,68 +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 System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Return to a player owned RearmActor. If none available, head back to base and circle over it.")]
public class ReturnOnIdleInfo : ITraitInfo, Requires<AircraftInfo>
{
public object Create(ActorInitializer init) { return new ReturnOnIdle(init.Self, this); }
}
public class ReturnOnIdle : INotifyIdle
{
readonly AircraftInfo aircraftInfo;
public ReturnOnIdle(Actor self, ReturnOnIdleInfo info)
{
aircraftInfo = self.Info.TraitInfo<AircraftInfo>();
}
void INotifyIdle.TickIdle(Actor self)
{
// We're on the ground, let's stay there.
if (self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length < aircraftInfo.MinAirborneAltitude)
return;
var resupplier = ReturnToBase.ChooseResupplier(self, true);
if (resupplier != null)
self.QueueActivity(new ReturnToBase(self, resupplier));
else
{
// nowhere to land, pick something friendly and circle over it.
// I'd prefer something we own
var someBuilding = self.World.ActorsHavingTrait<Building>()
.FirstOrDefault(a => a.Owner == self.Owner);
// failing that, something unlikely to shoot at us
if (someBuilding == null)
someBuilding = self.World.ActorsHavingTrait<Building>()
.FirstOrDefault(a => self.Owner.Stances[a.Owner] == Stance.Ally);
if (someBuilding == null)
{
// ... going down the garden to eat worms ...
self.QueueActivity(new FlyOffMap(self));
self.QueueActivity(new RemoveSelf());
return;
}
self.QueueActivity(new Fly(self, Target.FromActor(someBuilding)));
self.QueueActivity(new FlyCircle(self));
}
}
}
}

View File

@@ -0,0 +1,83 @@
#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 System;
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class AddAircraftIdleBehavior : UpdateRule
{
public override string Name { get { return "Several aircraft traits and fields were replaced by Aircraft.IdleBehavior"; } }
public override string Description
{
get
{
return "ReturnOnIdle and FlyAwayOnIdle traits as well as LandWhenIdle boolean\n"
+ "were replaced by Aircraft.IdleBehavior.";
}
}
readonly List<Tuple<string, string>> returnOnIdles = new List<Tuple<string, string>>();
public override IEnumerable<string> AfterUpdate(ModData modData)
{
var message = "ReturnOnIdle trait has been removed from the places listed below.\n"
+ "Since this trait has been dysfunctional for a long time,\n"
+ "IdleBehavior: ReturnToBase is NOT being set automatically.\n"
+ "If you want your aircraft to return when idle, manually set it on the following definitions:\n"
+ UpdateUtils.FormatMessageList(returnOnIdles.Select(n => n.Item1 + " (" + n.Item2 + ")"));
if (returnOnIdles.Any())
yield return message;
returnOnIdles.Clear();
}
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
var aircraft = actorNode.LastChildMatching("Aircraft");
var returnOnIdle = actorNode.LastChildMatching("ReturnOnIdle");
var flyAwayOnIdle = actorNode.LastChildMatching("FlyAwayOnIdle");
if (aircraft != null)
{
var landWhenIdle = false;
var landWhenIdleNode = aircraft.LastChildMatching("LandWhenIdle");
if (landWhenIdleNode != null)
{
landWhenIdle = landWhenIdleNode.NodeValue<bool>();
aircraft.RemoveNode(landWhenIdleNode);
}
// FlyAwayOnIdle should have had higher priority than LandWhenIdle even if both were 'true'.
// ReturnOnIdle has been broken for so long that it's safer to ignore it here and only inform
// the modder of the places it's been removed from, so they can change the IdleBehavior manually if desired.
if (flyAwayOnIdle != null && !flyAwayOnIdle.IsRemoval())
aircraft.AddNode(new MiniYamlNode("IdleBehavior", "LeaveMap"));
else if (landWhenIdle)
aircraft.AddNode(new MiniYamlNode("IdleBehavior", "Land"));
}
if (flyAwayOnIdle != null)
actorNode.RemoveNode(flyAwayOnIdle);
if (returnOnIdle != null)
{
returnOnIdles.Add(Tuple.Create(actorNode.Key, actorNode.Location.Filename));
actorNode.RemoveNode(returnOnIdle);
}
yield break;
}
}
}

View File

@@ -131,6 +131,7 @@ namespace OpenRA.Mods.Common.UpdateRules
new AddAirAttackTypes(),
new RenameCarryallDelays(),
new AddCanSlide(),
new AddAircraftIdleBehavior(),
})
};

View File

@@ -12,7 +12,6 @@ TRAN:
Queue: Aircraft.GDI, Aircraft.Nod
Description: Fast Infantry Transport Helicopter.\n Unarmed
Aircraft:
LandWhenIdle: false
TurnSpeed: 5
Speed: 150
AltitudeVelocity: 0c100

View File

@@ -322,7 +322,6 @@
Repairable:
RepairActors: hpad
Aircraft:
LandWhenIdle: false
AirborneCondition: airborne
CruisingCondition: cruising
CanHover: True
@@ -659,10 +658,10 @@
Offset: 43, 128, 0
ZOffset: -129
WithFacingSpriteBody:
FlyAwayOnIdle:
RejectsOrders:
Aircraft:
CruiseAltitude: 2560
IdleBehavior: LeaveMap
MapEditorData:
Categories: Aircraft

View File

@@ -16,7 +16,6 @@ carryall.reinforce:
TurnSpeed: 4
LandableTerrainTypes: Sand, Rock, Transition, Spice, SpiceSand, Dune, Concrete
Repulsable: False
LandWhenIdle: False
AirborneCondition: airborne
CanSlide: True
VTOL: true
@@ -77,6 +76,7 @@ frigate:
Tooltip:
Name: Frigate
Aircraft:
IdleBehavior: LeaveMap
Speed: 189
TurnSpeed: 1
Repulsable: False
@@ -89,7 +89,6 @@ frigate:
Cargo:
MaxWeight: 20
PipCount: 10
FlyAwayOnIdle:
RejectsOrders:
ornithopter:

View File

@@ -124,7 +124,6 @@ MIG:
AmmoPool:
Ammo: 8
AmmoCondition: ammo
ReturnOnIdle:
Selectable:
Bounds: 36,28,0,2
DecorationBounds: 40,29,0,1
@@ -196,7 +195,6 @@ YAK:
PipCount: 6
ReloadDelay: 11
AmmoCondition: ammo
ReturnOnIdle:
SelectionDecorations:
WithMuzzleOverlay:
Contrail:
@@ -237,7 +235,6 @@ TRAN:
Range: 6c0
Type: GroundPosition
Aircraft:
LandWhenIdle: false
TurnSpeed: 5
Speed: 128
AltitudeVelocity: 0c58
@@ -305,7 +302,6 @@ HELI:
PersistentTargeting: false
AttackType: Hover
Aircraft:
LandWhenIdle: false
TurnSpeed: 4
Speed: 149
AutoTarget:
@@ -374,7 +370,6 @@ HIND:
PersistentTargeting: false
AttackType: Hover
Aircraft:
LandWhenIdle: false
TurnSpeed: 4
Speed: 112
AutoTarget:
@@ -475,7 +470,6 @@ MH60:
PersistentTargeting: false
AttackType: Hover
Aircraft:
LandWhenIdle: false
TurnSpeed: 4
Speed: 112
AutoTarget:

View File

@@ -6,7 +6,7 @@ DPOD:
Tooltip:
Name: Drop Pod
Aircraft:
LandWhenIdle: true
IdleBehavior: Land
TurnSpeed: 5
Speed: 149
InitialFacing: 0
@@ -40,7 +40,7 @@ DSHP:
UpdatesPlayerStatistics:
AddToArmyValue: true
Aircraft:
LandWhenIdle: true
IdleBehavior: Land
TurnSpeed: 5
Speed: 168
InitialFacing: 0
@@ -147,7 +147,6 @@ ORCAB:
LandingSounds: orcadwn1.aud
CanHover: false
CanSlide: false
ReturnOnIdle:
Health:
HP: 26000
Armor:
@@ -193,7 +192,6 @@ ORCATRAN:
Prerequisites: ~disabled
RenderSprites:
Aircraft:
LandWhenIdle: false
TurnSpeed: 5
Speed: 84
InitialFacing: 0
@@ -285,7 +283,6 @@ SCRIN:
LandingSounds: dropdwn1.aud
CanHover: false
CanSlide: false
ReturnOnIdle:
Health:
HP: 28000
Armor:

View File

@@ -875,7 +875,6 @@
CruisingCondition: cruising
CruiseAltitude: 4c704
AltitudeVelocity: 96
LandWhenIdle: false
Voice: Move
IdealSeparation: 853
MaximumPitch: 120