Allow Attack activities to target FrozenActors directly.
Removing the legacy FrozenActor to Actor workaround fixes a number of long-standing bugs. This also prevents units from losing their target when it transforms into a different actor type.
This commit is contained in:
committed by
Oliver Brakmann
parent
0406b89a96
commit
c34dd4b824
@@ -18,10 +18,10 @@ namespace OpenRA.Mods.Common.Activities
|
||||
{
|
||||
public class FlyAttack : Activity
|
||||
{
|
||||
readonly Target target;
|
||||
readonly Aircraft aircraft;
|
||||
readonly AttackAircraft attackAircraft;
|
||||
readonly Rearmable rearmable;
|
||||
Target target;
|
||||
|
||||
int ticksUntilTurn;
|
||||
|
||||
@@ -43,6 +43,8 @@ namespace OpenRA.Mods.Common.Activities
|
||||
return NextActivity;
|
||||
}
|
||||
|
||||
target = target.Recalculate(self.Owner);
|
||||
|
||||
if (!target.IsValidFor(self))
|
||||
return NextActivity;
|
||||
|
||||
|
||||
@@ -23,13 +23,13 @@ namespace OpenRA.Mods.Common.Activities
|
||||
[Flags]
|
||||
protected enum AttackStatus { UnableToAttack, NeedsToTurn, NeedsToMove, Attacking }
|
||||
|
||||
protected readonly Target Target;
|
||||
readonly AttackBase[] attackTraits;
|
||||
readonly AttackFrontal[] attackTraits;
|
||||
readonly RevealsShroud[] revealsShroud;
|
||||
readonly IMove move;
|
||||
readonly IFacing facing;
|
||||
readonly IPositionable positionable;
|
||||
readonly bool forceAttack;
|
||||
readonly int facingTolerance;
|
||||
protected Target target;
|
||||
|
||||
WDist minRange;
|
||||
WDist maxRange;
|
||||
@@ -37,22 +37,27 @@ namespace OpenRA.Mods.Common.Activities
|
||||
Activity moveActivity;
|
||||
AttackStatus attackStatus = AttackStatus.UnableToAttack;
|
||||
|
||||
public Attack(Actor self, Target target, bool allowMovement, bool forceAttack, int facingTolerance)
|
||||
public Attack(Actor self, Target target, bool allowMovement, bool forceAttack)
|
||||
{
|
||||
Target = target;
|
||||
|
||||
this.target = target;
|
||||
this.forceAttack = forceAttack;
|
||||
this.facingTolerance = facingTolerance;
|
||||
|
||||
attackTraits = self.TraitsImplementing<AttackBase>().ToArray();
|
||||
attackTraits = self.TraitsImplementing<AttackFrontal>().ToArray();
|
||||
revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
|
||||
facing = self.Trait<IFacing>();
|
||||
positionable = self.Trait<IPositionable>();
|
||||
|
||||
move = allowMovement ? self.TraitOrDefault<IMove>() : null;
|
||||
}
|
||||
|
||||
protected virtual Target RecalculateTarget(Actor self)
|
||||
{
|
||||
return target.Recalculate(self.Owner);
|
||||
}
|
||||
|
||||
public override Activity Tick(Actor self)
|
||||
{
|
||||
target = RecalculateTarget(self);
|
||||
turnActivity = moveActivity = null;
|
||||
attackStatus = AttackStatus.UnableToAttack;
|
||||
|
||||
@@ -74,31 +79,37 @@ namespace OpenRA.Mods.Common.Activities
|
||||
return NextActivity;
|
||||
}
|
||||
|
||||
protected virtual bool IgnoresVisibility { get { return false; } }
|
||||
|
||||
protected virtual AttackStatus TickAttack(Actor self, AttackBase attack)
|
||||
protected virtual AttackStatus TickAttack(Actor self, AttackFrontal attack)
|
||||
{
|
||||
if (IsCanceled)
|
||||
return AttackStatus.UnableToAttack;
|
||||
|
||||
var type = Target.Type;
|
||||
if (!Target.IsValidFor(self) || type == TargetType.FrozenActor)
|
||||
if (!target.IsValidFor(self))
|
||||
return AttackStatus.UnableToAttack;
|
||||
|
||||
if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(Target.Actor.Location, null, false))
|
||||
if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(target.Actor.Location, null, false))
|
||||
return AttackStatus.UnableToAttack;
|
||||
|
||||
// Drop the target if it moves under the shroud / fog.
|
||||
// HACK: This would otherwise break targeting frozen actors
|
||||
// The problem is that Shroud.IsTargetable returns false (as it should) for
|
||||
// frozen actors, but we do want to explicitly target the underlying actor here.
|
||||
if (!IgnoresVisibility && type == TargetType.Actor
|
||||
&& !Target.Actor.Info.HasTraitInfo<FrozenUnderFogInfo>()
|
||||
&& !Target.Actor.CanBeViewedByPlayer(self.Owner))
|
||||
return AttackStatus.UnableToAttack;
|
||||
if (!attack.Info.TargetFrozenActors && !forceAttack && target.Type == TargetType.FrozenActor)
|
||||
{
|
||||
// Try to move within range, drop the target otherwise
|
||||
if (move == null)
|
||||
return AttackStatus.UnableToAttack;
|
||||
|
||||
var rs = revealsShroud
|
||||
.Where(Exts.IsTraitEnabled)
|
||||
.MaxByOrDefault(s => s.Range);
|
||||
|
||||
// Default to 2 cells if there are no active traits
|
||||
var sightRange = rs != null ? rs.Range : WDist.FromCells(2);
|
||||
|
||||
attackStatus |= AttackStatus.NeedsToMove;
|
||||
moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(target, sightRange), this);
|
||||
return AttackStatus.NeedsToMove;
|
||||
}
|
||||
|
||||
// Drop the target once none of the weapons are effective against it
|
||||
var armaments = attack.ChooseArmamentsForTarget(Target, forceAttack).ToList();
|
||||
var armaments = attack.ChooseArmamentsForTarget(target, forceAttack).ToList();
|
||||
if (armaments.Count == 0)
|
||||
return AttackStatus.UnableToAttack;
|
||||
|
||||
@@ -108,8 +119,8 @@ namespace OpenRA.Mods.Common.Activities
|
||||
|
||||
var pos = self.CenterPosition;
|
||||
var mobile = move as Mobile;
|
||||
if (!Target.IsInRange(pos, maxRange)
|
||||
|| (minRange.Length != 0 && Target.IsInRange(pos, minRange))
|
||||
if (!target.IsInRange(pos, maxRange)
|
||||
|| (minRange.Length != 0 && target.IsInRange(pos, minRange))
|
||||
|| (mobile != null && !mobile.CanInteractWithGroundLayer(self)))
|
||||
{
|
||||
// Try to move within range, drop the target otherwise
|
||||
@@ -117,13 +128,13 @@ namespace OpenRA.Mods.Common.Activities
|
||||
return AttackStatus.UnableToAttack;
|
||||
|
||||
attackStatus |= AttackStatus.NeedsToMove;
|
||||
moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
|
||||
moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(target, minRange, maxRange), this);
|
||||
return AttackStatus.NeedsToMove;
|
||||
}
|
||||
|
||||
var targetedPosition = attack.GetTargetPosition(pos, Target);
|
||||
var targetedPosition = attack.GetTargetPosition(pos, target);
|
||||
var desiredFacing = (targetedPosition - pos).Yaw.Facing;
|
||||
if (!Util.FacingWithinTolerance(facing.Facing, desiredFacing, facingTolerance))
|
||||
if (!Util.FacingWithinTolerance(facing.Facing, desiredFacing, ((AttackFrontalInfo)attack.Info).FacingTolerance))
|
||||
{
|
||||
attackStatus |= AttackStatus.NeedsToTurn;
|
||||
turnActivity = ActivityUtils.SequenceActivities(new Turn(self, desiredFacing), this);
|
||||
@@ -131,9 +142,48 @@ namespace OpenRA.Mods.Common.Activities
|
||||
}
|
||||
|
||||
attackStatus |= AttackStatus.Attacking;
|
||||
attack.DoAttack(self, Target, armaments);
|
||||
attack.DoAttack(self, target, armaments);
|
||||
|
||||
return AttackStatus.Attacking;
|
||||
}
|
||||
}
|
||||
|
||||
public static class TargetExts
|
||||
{
|
||||
/// <summary>Update (Frozen)Actor targets to account for visibility changes or actor replacement</summary>
|
||||
public static Target Recalculate(this Target t, Player viewer)
|
||||
{
|
||||
// Check whether the target has transformed into something else
|
||||
// HACK: This relies on knowing the internal implementation details of Target
|
||||
if (t.Type == TargetType.Invalid && t.Actor != null && t.Actor.ReplacedByActor != null)
|
||||
t = Target.FromActor(t.Actor.ReplacedByActor);
|
||||
|
||||
if (t.Type == TargetType.Actor)
|
||||
{
|
||||
// Actor has been hidden under the fog
|
||||
if (!t.Actor.CanBeViewedByPlayer(viewer))
|
||||
{
|
||||
// Replace with FrozenActor if applicable, otherwise drop the target
|
||||
var frozen = viewer.FrozenActorLayer.FromID(t.Actor.ActorID);
|
||||
return frozen != null ? Target.FromFrozenActor(frozen) : Target.Invalid;
|
||||
}
|
||||
}
|
||||
else if (t.Type == TargetType.FrozenActor)
|
||||
{
|
||||
// Frozen actor has been revealed
|
||||
if (!t.FrozenActor.Visible || !t.FrozenActor.IsValid)
|
||||
{
|
||||
// Original actor is still alive
|
||||
if (t.FrozenActor.Actor != null && t.FrozenActor.Actor.CanBeViewedByPlayer(viewer))
|
||||
return Target.FromActor(t.FrozenActor.Actor);
|
||||
|
||||
// Original actor was killed while hidden
|
||||
if (t.Actor == null)
|
||||
return Target.Invalid;
|
||||
}
|
||||
}
|
||||
|
||||
return t;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,6 +31,9 @@ namespace OpenRA.Mods.Common.Traits
|
||||
[Desc("Does the attack type require the attacker to enter the target's cell?")]
|
||||
public readonly bool AttackRequiresEnteringCell = false;
|
||||
|
||||
[Desc("Allow firing into the fog to target frozen actors without requiring force-fire.")]
|
||||
public readonly bool TargetFrozenActors = false;
|
||||
|
||||
[VoiceReference] public readonly string Voice = "Action";
|
||||
|
||||
public override abstract object Create(ActorInitializer init);
|
||||
@@ -154,12 +157,11 @@ namespace OpenRA.Mods.Common.Traits
|
||||
var forceAttack = order.OrderString == forceAttackOrderName;
|
||||
if (forceAttack || order.OrderString == attackOrderName)
|
||||
{
|
||||
var target = self.ResolveFrozenActorOrder(order, Color.Red);
|
||||
if (!target.IsValidFor(self))
|
||||
if (!order.Target.IsValidFor(self))
|
||||
return;
|
||||
|
||||
self.SetTargetLine(target, Color.Red);
|
||||
AttackTarget(target, order.Queued, true, forceAttack);
|
||||
self.SetTargetLine(order.Target, Color.Red);
|
||||
AttackTarget(order.Target, order.Queued, true, forceAttack);
|
||||
}
|
||||
|
||||
if (order.OrderString == "Stop")
|
||||
@@ -417,7 +419,8 @@ namespace OpenRA.Mods.Common.Traits
|
||||
if (a == null)
|
||||
a = armaments.First();
|
||||
|
||||
cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
|
||||
cursor = !target.IsInRange(self.CenterPosition, a.MaxRange()) ||
|
||||
(!forceAttack && target.Type == TargetType.FrozenActor && !ab.Info.TargetFrozenActors)
|
||||
? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
|
||||
: ab.Info.Cursor ?? a.Info.Cursor;
|
||||
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using OpenRA.Activities;
|
||||
using OpenRA.Mods.Common.Activities;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
@@ -31,6 +32,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
protected override void Tick(Actor self)
|
||||
{
|
||||
Target = Target.Recalculate(self.Owner);
|
||||
if (IsTraitDisabled)
|
||||
{
|
||||
Target = Target.Invalid;
|
||||
@@ -62,15 +64,17 @@ namespace OpenRA.Mods.Common.Traits
|
||||
class AttackActivity : Activity
|
||||
{
|
||||
readonly AttackFollow attack;
|
||||
readonly RevealsShroud[] revealsShroud;
|
||||
readonly IMove move;
|
||||
readonly Target target;
|
||||
readonly bool forceAttack;
|
||||
Target target;
|
||||
bool hasTicked;
|
||||
|
||||
public AttackActivity(Actor self, Target target, bool allowMove, bool forceAttack)
|
||||
{
|
||||
attack = self.Trait<AttackFollow>();
|
||||
move = allowMove ? self.TraitOrDefault<IMove>() : null;
|
||||
revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
|
||||
|
||||
this.target = target;
|
||||
this.forceAttack = forceAttack;
|
||||
@@ -78,6 +82,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
public override Activity Tick(Actor self)
|
||||
{
|
||||
target = target.Recalculate(self.Owner);
|
||||
if (IsCanceled || !target.IsValidFor(self))
|
||||
return NextActivity;
|
||||
|
||||
@@ -87,6 +92,11 @@ namespace OpenRA.Mods.Common.Traits
|
||||
var weapon = attack.ChooseArmamentsForTarget(target, forceAttack).FirstOrDefault();
|
||||
if (weapon != null)
|
||||
{
|
||||
// Check that AttackFollow hasn't cancelled the target by modifying attack.Target
|
||||
// Having both this and AttackFollow modify that field is a horrible hack.
|
||||
if (hasTicked && attack.Target.Type == TargetType.Invalid)
|
||||
return NextActivity;
|
||||
|
||||
var targetIsMobile = (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<IMoveInfo>())
|
||||
|| (target.Type == TargetType.FrozenActor && target.FrozenActor.Info.HasTraitInfo<IMoveInfo>());
|
||||
|
||||
@@ -95,10 +105,18 @@ namespace OpenRA.Mods.Common.Traits
|
||||
var maxRange = targetIsMobile ? new WDist(Math.Max(weapon.Weapon.MinRange.Length, modifiedRange.Length - 1024))
|
||||
: modifiedRange;
|
||||
|
||||
// Check that AttackFollow hasn't cancelled the target by modifying attack.Target
|
||||
// Having both this and AttackFollow modify that field is a horrible hack.
|
||||
if (hasTicked && attack.Target.Type == TargetType.Invalid)
|
||||
return NextActivity;
|
||||
// Most actors want to be able to see their target before shooting
|
||||
if (!attack.Info.TargetFrozenActors && !forceAttack && target.Type == TargetType.FrozenActor)
|
||||
{
|
||||
var rs = revealsShroud
|
||||
.Where(Exts.IsTraitEnabled)
|
||||
.MaxByOrDefault(s => s.Range);
|
||||
|
||||
// Default to 2 cells if there are no active traits
|
||||
var sightRange = rs != null ? rs.Range : WDist.FromCells(2);
|
||||
if (sightRange < maxRange)
|
||||
maxRange = sightRange;
|
||||
}
|
||||
|
||||
attack.Target = target;
|
||||
hasTicked = true;
|
||||
|
||||
@@ -57,7 +57,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
|
||||
{
|
||||
return new Activities.Attack(self, newTarget, allowMove, forceAttack, info.FacingTolerance);
|
||||
return new Activities.Attack(self, newTarget, allowMove, forceAttack);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#endregion
|
||||
|
||||
using OpenRA.Activities;
|
||||
using OpenRA.Mods.Common.Activities;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
@@ -32,9 +33,9 @@ namespace OpenRA.Mods.Common.Traits
|
||||
// Some 3rd-party mods rely on this being public
|
||||
public class SetTarget : Activity
|
||||
{
|
||||
readonly Target target;
|
||||
readonly AttackOmni attack;
|
||||
readonly bool allowMove;
|
||||
Target target;
|
||||
|
||||
public SetTarget(AttackOmni attack, Target target, bool allowMove)
|
||||
{
|
||||
@@ -45,6 +46,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
public override Activity Tick(Actor self)
|
||||
{
|
||||
target = target.Recalculate(self.Owner);
|
||||
if (IsCanceled || !target.IsValidFor(self) || !attack.IsReachableTarget(target, allowMove))
|
||||
return NextActivity;
|
||||
|
||||
|
||||
@@ -72,16 +72,19 @@ namespace OpenRA.Mods.D2k.Traits
|
||||
|
||||
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
|
||||
{
|
||||
return new SwallowTarget(self, newTarget, allowMove, forceAttack, Info.FacingTolerance);
|
||||
return new SwallowTarget(self, newTarget, allowMove, forceAttack);
|
||||
}
|
||||
|
||||
public class SwallowTarget : Attack
|
||||
{
|
||||
public SwallowTarget(Actor self, Target target, bool allowMovement, bool forceAttack, int facingTolerance)
|
||||
: base(self, target, allowMovement, forceAttack, facingTolerance) { }
|
||||
public SwallowTarget(Actor self, Target target, bool allowMovement, bool forceAttack)
|
||||
: base(self, target, allowMovement, forceAttack) { }
|
||||
|
||||
// Worms ignore visibility, so don't need to recalculate targets
|
||||
protected override bool IgnoresVisibility { get { return true; } }
|
||||
protected override Target RecalculateTarget(Actor self)
|
||||
{
|
||||
// Worms ignore visibility, so don't need to recalculate targets
|
||||
return target;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -174,6 +174,7 @@ ARTY:
|
||||
LocalOffset: 624,0,208
|
||||
MuzzleSequence: muzzle
|
||||
AttackFrontal:
|
||||
TargetFrozenActors: True
|
||||
WithMuzzleOverlay:
|
||||
AutoTarget:
|
||||
InitialStanceAI: Defend
|
||||
@@ -520,6 +521,7 @@ MSAM:
|
||||
Weapon: 227mm
|
||||
LocalOffset: 213,-128,0, 213,128,0
|
||||
AttackFrontal:
|
||||
TargetFrozenActors: True
|
||||
WithSpriteTurret:
|
||||
SpawnActorOnDeath:
|
||||
Actor: MSAM.Husk
|
||||
|
||||
@@ -118,6 +118,7 @@ MSUB:
|
||||
LocalOffset: 0,-171,0, 0,171,0
|
||||
FireDelay: 2
|
||||
AttackFrontal:
|
||||
TargetFrozenActors: True
|
||||
SelectionDecorations:
|
||||
AutoTarget:
|
||||
InitialStance: HoldFire
|
||||
@@ -234,6 +235,7 @@ CA:
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
Turrets: primary, secondary
|
||||
TargetFrozenActors: True
|
||||
WithMuzzleOverlay:
|
||||
SelectionDecorations:
|
||||
WithSpriteTurret@PRIMARY:
|
||||
|
||||
@@ -28,6 +28,7 @@ V2RL:
|
||||
AutoTarget:
|
||||
ScanRadius: 10
|
||||
AttackFrontal:
|
||||
TargetFrozenActors: True
|
||||
WithFacingSpriteBody:
|
||||
RequiresCondition: !reloading
|
||||
Name: loaded
|
||||
@@ -263,6 +264,7 @@ ARTY:
|
||||
LocalOffset: 624,0,208
|
||||
MuzzleSequence: muzzle
|
||||
AttackFrontal:
|
||||
TargetFrozenActors: True
|
||||
WithMuzzleOverlay:
|
||||
Explodes:
|
||||
Weapon: ArtilleryExplode
|
||||
|
||||
@@ -363,6 +363,7 @@ JUGG:
|
||||
Turrets: deployed
|
||||
RequiresCondition: deployed
|
||||
PauseOnCondition: empdisable
|
||||
TargetFrozenActors: True
|
||||
Armament@deployed:
|
||||
Name: deployed
|
||||
Turret: deployed
|
||||
|
||||
@@ -258,6 +258,7 @@ ART2:
|
||||
Turrets: deployed
|
||||
RequiresCondition: deployed
|
||||
PauseOnCondition: empdisable
|
||||
TargetFrozenActors: True
|
||||
Armament@deployed:
|
||||
Name: deployed
|
||||
Turret: deployed
|
||||
|
||||
Reference in New Issue
Block a user