Step three in implementing sandworms
Removed/fixed comments Code style fixes Fixed AttackWander, addressed style nits Fix Travis crash
This commit is contained in:
@@ -14,6 +14,7 @@ using System.Drawing;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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@@ -25,7 +26,8 @@ namespace OpenRA.Mods.RA
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public readonly string Cursor = "attack";
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public readonly string OutsideRangeCursor = "attackoutsiderange";
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[Desc("Does the attack type requires the attacker to enter the target's cell?")]
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[Desc("Does the attack type require the attacker to enter the target's cell?")]
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public readonly bool AttackRequiresEnteringCell = false;
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public abstract object Create(ActorInitializer init);
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@@ -61,6 +63,9 @@ namespace OpenRA.Mods.RA
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if (!self.IsInWorld)
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return false;
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if (!HasAnyValidWeapons(target))
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return false;
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// Building is under construction or is being sold
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if (building.Value != null && !building.Value.BuildComplete)
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return false;
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@@ -137,7 +142,18 @@ namespace OpenRA.Mods.RA
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public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
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public bool HasAnyValidWeapons(Target t) { return Armaments.Any(a => a.Weapon.IsValidAgainst(t, self.World, self)); }
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public bool HasAnyValidWeapons(Target t)
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{
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if (Info.AttackRequiresEnteringCell)
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{
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var positionable = self.TraitOrDefault<IPositionable>();
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if (positionable == null || !positionable.CanEnterCell(t.Actor.Location, null, false))
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return false;
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}
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return Armaments.Any(a => a.Weapon.IsValidAgainst(t, self.World, self));
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}
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public WRange GetMaximumRange()
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{
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return Armaments.Select(a => a.Weapon.Range).Append(WRange.Zero).Max();
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@@ -17,14 +17,20 @@ namespace OpenRA.Mods.RA
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"This conflicts with player orders and should only be added to animal creeps.")]
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class AttackWanderInfo : ITraitInfo
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{
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public readonly int MoveRadius = 4;
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readonly public int WanderMoveRadius = 10;
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[Desc("Number of ticks to wait until decreasing the effective move radius.")]
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public readonly int MoveReductionRadiusScale = 5;
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public object Create(ActorInitializer init) { return new AttackWander(init.self, this); }
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}
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class AttackWander : INotifyIdle
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{
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int ticksIdle;
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int effectiveMoveRadius;
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readonly AttackWanderInfo Info;
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public AttackWander(Actor self, AttackWanderInfo info)
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{
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Info = info;
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@@ -32,9 +38,22 @@ namespace OpenRA.Mods.RA
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public void TickIdle(Actor self)
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{
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var target = self.CenterPosition + new WVec(0, -1024*Info.MoveRadius, 0).Rotate(WRot.FromFacing(self.World.SharedRandom.Next(255)));
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// TODO: This needs to be looked into again. The bigger MoveRadius is, the bigger chance that the selected coordinates will be invalid.
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self.Trait<AttackMove>().ResolveOrder(self, new Order("AttackMove", self, false) { TargetLocation = self.World.Map.CellContaining(target) });
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var target = self.CenterPosition + new WVec(0, -1024 * effectiveMoveRadius, 0).Rotate(WRot.FromFacing(self.World.SharedRandom.Next(255)));
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var targetCell = self.World.Map.CellContaining(target);
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if (!self.World.Map.Contains(targetCell))
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{
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// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
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if (++ticksIdle % Info.MoveReductionRadiusScale == 0)
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effectiveMoveRadius--;
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return; // We'll be back the next tick; better to sit idle for a few seconds than prolongue this tick indefinitely with a loop
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}
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self.Trait<AttackMove>().ResolveOrder(self, new Order("AttackMove", self, false) { TargetLocation = targetCell });
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ticksIdle = 0;
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effectiveMoveRadius = Info.WanderMoveRadius;
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}
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}
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}
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@@ -10,7 +10,6 @@
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using System.Drawing;
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using System.Linq;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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@@ -164,15 +163,12 @@ namespace OpenRA.Mods.RA
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nextScanTime = self.World.SharedRandom.Next(info.MinimumScanTimeInterval, info.MaximumScanTimeInterval);
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var inRange = self.World.FindActorsInCircle(self.CenterPosition, range);
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var mobile = self.TraitOrDefault<Mobile>();
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return inRange
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.Where(a =>
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a.AppearsHostileTo(self) &&
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!a.HasTrait<AutoTargetIgnore>() &&
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attack.HasAnyValidWeapons(Target.FromActor(a)) &&
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self.Owner.Shroud.IsTargetable(a) &&
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(!attack.Info.AttackRequiresEnteringCell || (mobile != null && mobile.MovementSpeedForCell(self, a.Location) != 0))
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)
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a.AppearsHostileTo(self) &&
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!a.HasTrait<AutoTargetIgnore>() &&
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attack.HasAnyValidWeapons(Target.FromActor(a)) &&
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self.Owner.Shroud.IsTargetable(a))
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.ClosestTo(self);
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}
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}
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