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
@@ -23,13 +23,13 @@ namespace OpenRA.Mods.Common.Activities
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[Flags]
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protected enum AttackStatus { UnableToAttack, NeedsToTurn, NeedsToMove, Attacking }
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protected readonly Target Target;
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readonly AttackBase[] attackTraits;
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readonly AttackFrontal[] attackTraits;
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readonly RevealsShroud[] revealsShroud;
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readonly IMove move;
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readonly IFacing facing;
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readonly IPositionable positionable;
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readonly bool forceAttack;
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readonly int facingTolerance;
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protected Target target;
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WDist minRange;
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WDist maxRange;
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@@ -37,22 +37,27 @@ namespace OpenRA.Mods.Common.Activities
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Activity moveActivity;
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AttackStatus attackStatus = AttackStatus.UnableToAttack;
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public Attack(Actor self, Target target, bool allowMovement, bool forceAttack, int facingTolerance)
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public Attack(Actor self, Target target, bool allowMovement, bool forceAttack)
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{
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Target = target;
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this.target = target;
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this.forceAttack = forceAttack;
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this.facingTolerance = facingTolerance;
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attackTraits = self.TraitsImplementing<AttackBase>().ToArray();
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attackTraits = self.TraitsImplementing<AttackFrontal>().ToArray();
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revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
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facing = self.Trait<IFacing>();
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positionable = self.Trait<IPositionable>();
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move = allowMovement ? self.TraitOrDefault<IMove>() : null;
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}
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protected virtual Target RecalculateTarget(Actor self)
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{
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return target.Recalculate(self.Owner);
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}
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public override Activity Tick(Actor self)
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{
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target = RecalculateTarget(self);
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turnActivity = moveActivity = null;
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attackStatus = AttackStatus.UnableToAttack;
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@@ -74,31 +79,37 @@ namespace OpenRA.Mods.Common.Activities
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return NextActivity;
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}
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protected virtual bool IgnoresVisibility { get { return false; } }
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protected virtual AttackStatus TickAttack(Actor self, AttackBase attack)
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protected virtual AttackStatus TickAttack(Actor self, AttackFrontal attack)
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{
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if (IsCanceled)
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return AttackStatus.UnableToAttack;
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var type = Target.Type;
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if (!Target.IsValidFor(self) || type == TargetType.FrozenActor)
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if (!target.IsValidFor(self))
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return AttackStatus.UnableToAttack;
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if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(Target.Actor.Location, null, false))
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if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(target.Actor.Location, null, false))
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return AttackStatus.UnableToAttack;
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// Drop the target if it moves under the shroud / fog.
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// HACK: This would otherwise break targeting frozen actors
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// The problem is that Shroud.IsTargetable returns false (as it should) for
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// frozen actors, but we do want to explicitly target the underlying actor here.
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if (!IgnoresVisibility && type == TargetType.Actor
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&& !Target.Actor.Info.HasTraitInfo<FrozenUnderFogInfo>()
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&& !Target.Actor.CanBeViewedByPlayer(self.Owner))
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return AttackStatus.UnableToAttack;
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if (!attack.Info.TargetFrozenActors && !forceAttack && target.Type == TargetType.FrozenActor)
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{
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// Try to move within range, drop the target otherwise
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if (move == null)
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return AttackStatus.UnableToAttack;
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var rs = revealsShroud
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.Where(Exts.IsTraitEnabled)
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.MaxByOrDefault(s => s.Range);
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// Default to 2 cells if there are no active traits
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var sightRange = rs != null ? rs.Range : WDist.FromCells(2);
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attackStatus |= AttackStatus.NeedsToMove;
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moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(target, sightRange), this);
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return AttackStatus.NeedsToMove;
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}
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// Drop the target once none of the weapons are effective against it
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var armaments = attack.ChooseArmamentsForTarget(Target, forceAttack).ToList();
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var armaments = attack.ChooseArmamentsForTarget(target, forceAttack).ToList();
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if (armaments.Count == 0)
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return AttackStatus.UnableToAttack;
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@@ -108,8 +119,8 @@ namespace OpenRA.Mods.Common.Activities
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var pos = self.CenterPosition;
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var mobile = move as Mobile;
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if (!Target.IsInRange(pos, maxRange)
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|| (minRange.Length != 0 && Target.IsInRange(pos, minRange))
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if (!target.IsInRange(pos, maxRange)
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|| (minRange.Length != 0 && target.IsInRange(pos, minRange))
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|| (mobile != null && !mobile.CanInteractWithGroundLayer(self)))
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{
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// Try to move within range, drop the target otherwise
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@@ -117,13 +128,13 @@ namespace OpenRA.Mods.Common.Activities
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return AttackStatus.UnableToAttack;
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attackStatus |= AttackStatus.NeedsToMove;
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moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
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moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(target, minRange, maxRange), this);
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return AttackStatus.NeedsToMove;
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}
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var targetedPosition = attack.GetTargetPosition(pos, Target);
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var targetedPosition = attack.GetTargetPosition(pos, target);
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var desiredFacing = (targetedPosition - pos).Yaw.Facing;
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if (!Util.FacingWithinTolerance(facing.Facing, desiredFacing, facingTolerance))
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if (!Util.FacingWithinTolerance(facing.Facing, desiredFacing, ((AttackFrontalInfo)attack.Info).FacingTolerance))
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{
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attackStatus |= AttackStatus.NeedsToTurn;
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turnActivity = ActivityUtils.SequenceActivities(new Turn(self, desiredFacing), this);
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@@ -131,9 +142,48 @@ namespace OpenRA.Mods.Common.Activities
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}
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attackStatus |= AttackStatus.Attacking;
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attack.DoAttack(self, Target, armaments);
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attack.DoAttack(self, target, armaments);
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return AttackStatus.Attacking;
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}
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}
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public static class TargetExts
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{
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/// <summary>Update (Frozen)Actor targets to account for visibility changes or actor replacement</summary>
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public static Target Recalculate(this Target t, Player viewer)
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{
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// Check whether the target has transformed into something else
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// HACK: This relies on knowing the internal implementation details of Target
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if (t.Type == TargetType.Invalid && t.Actor != null && t.Actor.ReplacedByActor != null)
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t = Target.FromActor(t.Actor.ReplacedByActor);
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if (t.Type == TargetType.Actor)
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{
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// Actor has been hidden under the fog
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if (!t.Actor.CanBeViewedByPlayer(viewer))
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{
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// Replace with FrozenActor if applicable, otherwise drop the target
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var frozen = viewer.FrozenActorLayer.FromID(t.Actor.ActorID);
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return frozen != null ? Target.FromFrozenActor(frozen) : Target.Invalid;
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}
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}
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else if (t.Type == TargetType.FrozenActor)
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{
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// Frozen actor has been revealed
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if (!t.FrozenActor.Visible || !t.FrozenActor.IsValid)
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{
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// Original actor is still alive
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if (t.FrozenActor.Actor != null && t.FrozenActor.Actor.CanBeViewedByPlayer(viewer))
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return Target.FromActor(t.FrozenActor.Actor);
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// Original actor was killed while hidden
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if (t.Actor == null)
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return Target.Invalid;
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}
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}
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return t;
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}
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}
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}
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