Allow attack orders to preempt move completion for turreted units.
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@@ -358,8 +358,11 @@ namespace OpenRA.Mods.Common.Traits
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self.CancelActivity();
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self.QueueActivity(GetAttackActivity(self, target, allowMove, forceAttack));
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OnQueueAttackActivity(self, target, queued, allowMove, forceAttack);
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}
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public virtual void OnQueueAttackActivity(Actor self, Target target, bool queued, bool allowMove, bool forceAttack) { }
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public bool IsReachableTarget(Target target, bool allowMove)
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{
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return HasAnyValidWeapons(target)
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@@ -27,6 +27,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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protected Target requestedTarget;
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protected bool requestedForceAttack;
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protected int requestedTargetLastTick;
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Mobile mobile;
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public AttackFollow(Actor self, AttackFollowInfo info)
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@@ -60,6 +61,14 @@ namespace OpenRA.Mods.Common.Traits
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if (IsTraitDisabled)
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requestedTarget = Target.Invalid;
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if (requestedTargetLastTick != self.World.WorldTick)
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{
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// Activities tick before traits, so if we are here it means the activity didn't run
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// (either queued next or already cancelled) and we need to recalculate the target ourself
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bool targetIsHiddenActor;
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requestedTarget = requestedTarget.Recalculate(self.Owner, out targetIsHiddenActor);
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}
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// Can't fire on anything
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if (mobile != null && !mobile.CanInteractWithGroundLayer(self))
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return;
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@@ -81,6 +90,19 @@ namespace OpenRA.Mods.Common.Traits
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return new AttackActivity(self, newTarget, allowMove, forceAttack);
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}
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public override void OnQueueAttackActivity(Actor self, Target target, bool queued, bool allowMove, bool forceAttack)
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{
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// If not queued we know that the attack activity will run next
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// We can improve responsiveness for turreted actors by preempting
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// the last order (usually a move) and set the target immediately
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if (!queued)
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{
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requestedTarget = target;
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requestedForceAttack = forceAttack;
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requestedTargetLastTick = self.World.WorldTick;
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}
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}
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public override void OnStopOrder(Actor self)
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{
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requestedTarget = Target.Invalid;
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@@ -148,6 +170,7 @@ namespace OpenRA.Mods.Common.Traits
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bool targetIsHiddenActor;
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attack.requestedForceAttack = forceAttack;
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attack.requestedTarget = target = target.Recalculate(self.Owner, out targetIsHiddenActor);
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attack.requestedTargetLastTick = self.World.WorldTick;
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hasTicked = true;
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if (!targetIsHiddenActor && target.Type == TargetType.Actor)
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