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:
Paul Chote
2018-12-16 13:01:01 +13:00
committed by Oliver Brakmann
parent 0406b89a96
commit c34dd4b824
12 changed files with 133 additions and 47 deletions

View File

@@ -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;