Base AttackAircraft on AttackFollow and get rid of SequenceActivities.

This commit is contained in:
tovl
2019-03-30 20:35:02 +01:00
committed by reaperrr
parent da6bf1a57d
commit f16ff9eaa0
5 changed files with 128 additions and 66 deletions

View File

@@ -22,12 +22,13 @@ namespace OpenRA.Mods.Common.Activities
readonly Aircraft aircraft;
readonly AttackAircraft attackAircraft;
readonly Rearmable rearmable;
readonly int ticksUntilTurn;
Target target;
Target lastVisibleTarget;
WDist lastVisibleMaximumRange;
bool useLastVisibleTarget;
int ticksUntilTurn;
bool hasTicked;
public FlyAttack(Actor self, Target target)
{
@@ -49,15 +50,38 @@ namespace OpenRA.Mods.Common.Activities
public override Activity Tick(Actor self)
{
if (ChildActivity != null)
{
ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
if (ChildActivity != null)
return this;
}
// Refuse to take off if it would land immediately again.
if (aircraft.ForceLanding)
Cancel(self);
if (IsCanceling)
{
// Cancel the requested target, but keep firing on it while in range
attackAircraft.OpportunityTarget = attackAircraft.RequestedTarget;
attackAircraft.RequestedTarget = Target.Invalid;
return NextActivity;
}
// 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 && attackAircraft.RequestedTarget.Type == TargetType.Invalid)
return NextActivity;
if (attackAircraft.IsTraitPaused)
return this;
bool targetIsHiddenActor;
target = target.Recalculate(self.Owner, out targetIsHiddenActor);
attackAircraft.RequestedTarget = target = target.Recalculate(self.Owner, out targetIsHiddenActor);
attackAircraft.RequestedTargetLastTick = self.World.WorldTick;
hasTicked = true;
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
{
lastVisibleTarget = Target.FromTargetPositions(target);
@@ -73,11 +97,17 @@ namespace OpenRA.Mods.Common.Activities
// Target is hidden or dead, and we don't have a fallback position to move towards
if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
{
attackAircraft.RequestedTarget = Target.Invalid;
return NextActivity;
}
// If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload and then resume the activity
if (rearmable != null && !useLastVisibleTarget && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
return ActivityUtils.SequenceActivities(self, new ReturnToBase(self, aircraft.Info.AbortOnResupply), this);
{
QueueChild(self, new ReturnToBase(self, aircraft.Info.AbortOnResupply), true);
return this;
}
var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
@@ -87,37 +117,25 @@ namespace OpenRA.Mods.Common.Activities
{
// We've reached the assumed position but it is not there - give up
if (checkTarget.IsInRange(pos, lastVisibleMaximumRange))
{
attackAircraft.RequestedTarget = Target.Invalid;
return NextActivity;
}
// Fly towards the last known position
return ActivityUtils.SequenceActivities(self,
new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red),
this);
QueueChild(self, new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red), true);
return this;
}
// If we reach here the target is guaranteed to be both visible and alive, so use target instead of checkTarget.
// The target may not be in range, but try attacking anyway...
attackAircraft.DoAttack(self, target);
if (self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length < aircraft.Info.MinAirborneAltitude)
QueueChild(self, new TakeOff(self), true);
if (ChildActivity == null)
{
// TODO: This should fire each weapon at its maximum range
if (attackAircraft != null && target.IsInRange(self.CenterPosition, attackAircraft.GetMinimumRange()))
ChildActivity = ActivityUtils.SequenceActivities(self,
new FlyTimed(ticksUntilTurn, self),
new Fly(self, target, checkTarget.CenterPosition, Color.Red),
new FlyTimed(ticksUntilTurn, self));
else
ChildActivity = ActivityUtils.SequenceActivities(self,
new Fly(self, target, checkTarget.CenterPosition, Color.Red),
new FlyTimed(ticksUntilTurn, self));
// TODO: This should fire each weapon at its maximum range
if (attackAircraft != null && target.IsInRange(self.CenterPosition, attackAircraft.GetMinimumRange()))
QueueChild(self, new FlyTimed(ticksUntilTurn, self), true);
// HACK: This needs to be done in this round-about way because TakeOff doesn't behave as expected when it doesn't have a NextActivity.
if (self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length < aircraft.Info.MinAirborneAltitude)
ChildActivity = ActivityUtils.SequenceActivities(self, new TakeOff(self), ChildActivity);
}
ActivityUtils.RunActivity(self, ChildActivity);
QueueChild(self, new Fly(self, target, checkTarget.CenterPosition, Color.Red), true);
QueueChild(self, new FlyTimed(ticksUntilTurn, self));
return this;
}