First step in the attack mechanism's refactor.

Enabled firing multiple armaments at a target simultaneously.
Each armament defines own cursor for targeting.
The force attack modifier influences armament choice for target.
Autotargeting modified to handle firing multiple armaments simultaneously.
As a consequence, healers (medics) no longer require separate Heal
activity and AttackMedic and AutoHeal traits.
This commit is contained in:
Matija Hustić
2015-07-23 18:43:17 +01:00
parent 36b7524d37
commit d94c645046
22 changed files with 238 additions and 205 deletions

View File

@@ -23,8 +23,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Armament names")]
public readonly string[] Armaments = { "primary", "secondary" };
public readonly string Cursor = "attack";
public readonly string OutsideRangeCursor = "attackoutsiderange";
public readonly string Cursor = null;
public readonly string OutsideRangeCursor = null;
[Desc("Does the attack type require the attacker to enter the target's cell?")]
public readonly bool AttackRequiresEnteringCell = false;
@@ -39,6 +40,9 @@ namespace OpenRA.Mods.Common.Traits
public abstract class AttackBase : UpgradableTrait<AttackBaseInfo>, IIssueOrder, IResolveOrder, IOrderVoice, ISync
{
readonly string attackOrderName = "Attack";
readonly string forceAttackOrderName = "ForceAttack";
[Sync] public bool IsAttacking { get; internal set; }
public IEnumerable<Armament> Armaments { get { return getArmaments(); } }
@@ -88,12 +92,12 @@ namespace OpenRA.Mods.Common.Traits
return true;
}
public virtual void DoAttack(Actor self, Target target)
public virtual void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
{
if (!CanAttack(self, target))
if (armaments == null && !CanAttack(self, target))
return;
foreach (var a in Armaments)
foreach (var a in armaments ?? Armaments)
a.CheckFire(self, facing.Value, target);
}
@@ -109,7 +113,7 @@ namespace OpenRA.Mods.Common.Traits
yield break;
var negativeDamage = (armament.Weapon.Warheads.FirstOrDefault(w => (w is DamageWarhead)) as DamageWarhead).Damage < 0;
yield return new AttackOrderTargeter(this, "Attack", 6, negativeDamage);
yield return new AttackOrderTargeter(this, 6, negativeDamage);
}
}
@@ -120,11 +124,11 @@ namespace OpenRA.Mods.Common.Traits
switch (target.Type)
{
case TargetType.Actor:
return new Order("Attack", self, queued) { TargetActor = target.Actor };
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
case TargetType.FrozenActor:
return new Order("Attack", self, queued) { ExtraData = target.FrozenActor.ID };
return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
case TargetType.Terrain:
return new Order("Attack", self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
return new Order(order.OrderID, self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
}
}
@@ -133,23 +137,46 @@ namespace OpenRA.Mods.Common.Traits
public virtual void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Attack")
var forceAttack = order.OrderString == forceAttackOrderName;
if (forceAttack || order.OrderString == attackOrderName)
{
var target = self.ResolveFrozenActorOrder(order, Color.Red);
if (!target.IsValidFor(self))
return;
self.SetTargetLine(target, Color.Red);
AttackTarget(target, order.Queued, true);
AttackTarget(target, order.Queued, true, forceAttack);
}
}
static Target TargetFromOrder(Actor self, Order order)
{
// Not targeting a frozen actor
if (order.ExtraData == 0)
return Target.FromOrder(self.World, order);
// Targeted an actor under the fog
var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
if (frozenLayer == null)
return Target.Invalid;
var frozen = frozenLayer.FromID(order.ExtraData);
if (frozen == null)
return Target.Invalid;
// Target is still alive - resolve the real order
if (frozen.Actor != null && frozen.Actor.IsInWorld)
return Target.FromActor(frozen.Actor);
return Target.Invalid;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "Attack" ? Info.Voice : null;
return order.OrderString == attackOrderName || order.OrderString == forceAttackOrderName ? Info.Voice : null;
}
public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack);
public bool HasAnyValidWeapons(Target t)
{
@@ -183,9 +210,30 @@ namespace OpenRA.Mods.Common.Traits
.Append(WDist.Zero).Max();
}
public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.Weapon.IsValidAgainst(t, self.World, self)); }
// Enumerates all armaments, that this actor possesses, that can be used against Target t
public IEnumerable<Armament> ChooseArmamentsForTarget(Target t, bool forceAttack, bool onlyEnabled = true)
{
// If force-fire is not used, and the target requires force-firing or the target is
// terrain or invalid, no armaments can be used
if (!forceAttack && (t.RequiresForceFire || t.Type == TargetType.Terrain || t.Type == TargetType.Invalid))
return Enumerable.Empty<Armament>();
public void AttackTarget(Target target, bool queued, bool allowMove)
// Get target's owner; in case of terrain or invalid target there will be no problems
// with owner == null since forceFire will have to be true in this part of the method
// (short-circuiting in the logical expression below)
var owner = null as Player;
if (t.Type == TargetType.FrozenActor)
owner = t.FrozenActor.Owner;
else if (t.Type == TargetType.Actor)
owner = t.Actor.Owner;
return Armaments.Where(a => (!a.IsTraitDisabled || !onlyEnabled) &&
a.Weapon.IsValidAgainst(t, self.World, self) &&
(owner == null || (forceAttack ? a.Info.ForceTargetStances : a.Info.TargetStances)
.HasStance(self.Owner.Stances[owner])));
}
public void AttackTarget(Target target, bool queued, bool allowMove, bool forceAttack = false)
{
if (self.IsDisabled() || IsTraitDisabled)
return;
@@ -196,7 +244,7 @@ namespace OpenRA.Mods.Common.Traits
if (!queued)
self.CancelActivity();
self.QueueActivity(GetAttackActivity(self, target, allowMove));
self.QueueActivity(GetAttackActivity(self, target, allowMove, forceAttack));
}
public bool IsReachableTarget(Target target, bool allowMove)
@@ -207,15 +255,13 @@ namespace OpenRA.Mods.Common.Traits
class AttackOrderTargeter : IOrderTargeter
{
readonly bool negativeDamage;
readonly AttackBase ab;
public AttackOrderTargeter(AttackBase ab, string order, int priority, bool negativeDamage)
public AttackOrderTargeter(AttackBase ab, int priority, bool negativeDamage)
{
this.ab = ab;
this.OrderID = order;
this.OrderID = ab.attackOrderName;
this.OrderPriority = priority;
this.negativeDamage = negativeDamage;
}
public string OrderID { get; private set; }
@@ -226,30 +272,23 @@ namespace OpenRA.Mods.Common.Traits
{
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
var a = ab.ChooseArmamentForTarget(target);
cursor = a != null && !target.IsInRange(self.CenterPosition, a.MaxRange())
? ab.Info.OutsideRangeCursor
: ab.Info.Cursor;
if (target.Type == TargetType.Actor && target.Actor == self)
return false;
if (!ab.HasAnyValidWeapons(target))
return false;
if (modifiers.HasModifier(TargetModifiers.ForceAttack))
return true;
if (modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
if (target.RequiresForceFire)
var forceAttack = modifiers.HasModifier(TargetModifiers.ForceAttack);
var a = ab.ChooseArmamentsForTarget(target, forceAttack).FirstOrDefault();
if (a == null)
return false;
var targetableRelationship = negativeDamage ? Stance.Ally : Stance.Enemy;
cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
: ab.Info.Cursor ?? a.Info.Cursor;
var owner = target.Type == TargetType.FrozenActor ? target.FrozenActor.Owner : target.Actor.Owner;
return self.Owner.Stances[owner] == targetableRelationship;
if (!forceAttack)
return true;
OrderID = ab.forceAttackOrderName;
return true;
}
bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, TargetModifiers modifiers, ref string cursor)
@@ -259,24 +298,21 @@ namespace OpenRA.Mods.Common.Traits
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
cursor = ab.Info.Cursor;
if (negativeDamage)
// Targeting the terrain is only possible with force-attack modifier
if (modifiers.HasModifier(TargetModifiers.ForceMove) || !modifiers.HasModifier(TargetModifiers.ForceAttack))
return false;
if (!ab.HasAnyValidWeapons(Target.FromCell(self.World, location)))
var target = Target.FromCell(self.World, location);
var a = ab.ChooseArmamentsForTarget(target, true).FirstOrDefault();
if (a == null)
return false;
if (modifiers.HasModifier(TargetModifiers.ForceAttack))
{
var targetRange = (self.World.Map.CenterOfCell(location) - self.CenterPosition).HorizontalLengthSquared;
if (targetRange > ab.GetMaximumRange().LengthSquared)
cursor = ab.Info.OutsideRangeCursor;
cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
: ab.Info.Cursor ?? a.Info.Cursor;
return true;
}
return false;
OrderID = ab.forceAttackOrderName;
return true;
}
public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)