Split Target.Recalculate into methods with and without invalidation.
TargetExtensions is moved into its own file.
This commit is contained in:
@@ -43,7 +43,7 @@ namespace OpenRA.Mods.Common.Activities
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return NextActivity;
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}
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target = target.Recalculate(self.Owner);
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target = target.RecalculateInvalidatingHiddenTargets(self.Owner);
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if (!target.IsValidFor(self))
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return NextActivity;
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@@ -53,7 +53,7 @@ namespace OpenRA.Mods.Common.Activities
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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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return target.RecalculateInvalidatingHiddenTargets(self.Owner);
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}
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public override Activity Tick(Actor self)
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@@ -148,47 +148,4 @@ namespace OpenRA.Mods.Common.Activities
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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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// Bot-controlled units aren't yet capable of understanding visibility changes
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if (viewer.IsBot)
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return t;
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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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@@ -120,6 +120,7 @@
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<Compile Include="Activities\WaitForTransport.cs" />
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<Compile Include="ActorExts.cs" />
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<Compile Include="AIUtils.cs" />
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<Compile Include="TargetExtensions.cs" />
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<Compile Include="Traits\BotModules\Squads\AttackOrFleeFuzzy.cs" />
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<Compile Include="Traits\BotModules\BotModuleLogic\BaseBuilderQueueManager.cs" />
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<Compile Include="Traits\Player\ModularBot.cs" />
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79
OpenRA.Mods.Common/TargetExtensions.cs
Normal file
79
OpenRA.Mods.Common/TargetExtensions.cs
Normal file
@@ -0,0 +1,79 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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public static class TargetExtensions
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{
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/// <summary>
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/// Update (Frozen)Actor targets to account for visibility changes or actor replacement.
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/// If the target actor becomes hidden without a FrozenActor, the target is invalidated.
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/// /// </summary>
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public static Target RecalculateInvalidatingHiddenTargets(this Target t, Player viewer)
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{
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bool targetIsHiddenActor;
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var updated = t.Recalculate(viewer, out targetIsHiddenActor);
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return targetIsHiddenActor ? Target.Invalid : updated;
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}
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/// <summary>
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/// Update (Frozen)Actor targets to account for visibility changes or actor replacement.
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/// If the target actor becomes hidden without a FrozenActor, the target actor is kept
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/// and the actorHidden flag is set to true.
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/// </summary>
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public static Target Recalculate(this Target t, Player viewer, out bool targetIsHiddenActor)
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{
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targetIsHiddenActor = false;
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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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// Bot-controlled units aren't yet capable of understanding visibility changes
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if (viewer.IsBot)
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return t;
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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 return target unmodified
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var frozen = viewer.FrozenActorLayer.FromID(t.Actor.ActorID);
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if (frozen != null)
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return Target.FromFrozenActor(frozen);
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targetIsHiddenActor = true;
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return t;
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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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@@ -33,7 +33,9 @@ namespace OpenRA.Mods.Common.Traits
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protected override void Tick(Actor self)
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{
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Target = Target.Recalculate(self.Owner);
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// We can safely ignore target visibility here - the armament will handle this for us.
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bool targetIsHiddenActor;
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Target = Target.Recalculate(self.Owner, out targetIsHiddenActor);
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if (IsTraitDisabled)
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{
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Target = Target.Invalid;
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@@ -83,7 +85,12 @@ namespace OpenRA.Mods.Common.Traits
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public override Activity Tick(Actor self)
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{
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target = target.Recalculate(self.Owner);
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// All of the interesting behaviour to move to the last known target position if it becomes hidden
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// and to reacquire the target if it is revealed enroute is handled inside MoveWithinRange.
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// At this point in the activity chain we are either ticking against the target for the first time
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// (and so don't know where it is), or after MoveWithinRange has lost the target and given up.
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// We can therefore treat a hidden targets as invalid and give up if we can't currently see it.
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target = target.RecalculateInvalidatingHiddenTargets(self.Owner);
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if (IsCanceled || !target.IsValidFor(self))
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return NextActivity;
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@@ -46,7 +46,9 @@ namespace OpenRA.Mods.Common.Traits
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public override Activity Tick(Actor self)
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{
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target = target.Recalculate(self.Owner);
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// This activity can't move to reacquire hidden targets, so use the
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// Recalculate overload that invalidates hidden targets.
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target = target.RecalculateInvalidatingHiddenTargets(self.Owner);
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if (IsCanceled || !target.IsValidFor(self) || !attack.IsReachableTarget(target, allowMove))
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return NextActivity;
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