Move movement to resupplier inside Resupply activity

From Repairable(Near).
This commit is contained in:
reaperrr
2019-06-25 02:36:31 +02:00
committed by Paul Chote
parent a7fa372045
commit f71912f337
3 changed files with 94 additions and 96 deletions

View File

@@ -10,9 +10,11 @@
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
@@ -27,9 +29,13 @@ namespace OpenRA.Mods.Common.Activities
readonly RepairableNear repairableNear;
readonly Rearmable rearmable;
readonly INotifyResupply[] notifyResupplies;
readonly ICallForTransport[] transportCallers;
readonly IMove move;
readonly Aircraft aircraft;
int remainingTicks;
bool played;
bool actualResupplyStarted;
ResupplyType activeResupplyTypes = ResupplyType.None;
public Resupply(Actor self, Actor host, WDist closeEnough)
@@ -42,6 +48,9 @@ namespace OpenRA.Mods.Common.Activities
repairableNear = self.TraitOrDefault<RepairableNear>();
rearmable = self.TraitOrDefault<Rearmable>();
notifyResupplies = host.TraitsImplementing<INotifyResupply>().ToArray();
transportCallers = self.TraitsImplementing<ICallForTransport>().ToArray();
move = self.Trait<IMove>();
aircraft = move as Aircraft;
var cannotRepairAtHost = health == null || health.DamageState == DamageState.Undamaged
|| !allRepairsUnits.Any()
@@ -56,23 +65,6 @@ namespace OpenRA.Mods.Common.Activities
activeResupplyTypes |= ResupplyType.Rearm;
}
protected override void OnFirstRun(Actor self)
{
if (host.Type == TargetType.Invalid)
return;
if (activeResupplyTypes > 0)
foreach (var notifyResupply in notifyResupplies)
notifyResupply.BeforeResupply(host.Actor, self, activeResupplyTypes);
// Reset the ReloadDelay to avoid any issues with early cancellation
// from previous reload attempts (explicit order, host building died, etc).
// HACK: this really shouldn't be managed from here
if (activeResupplyTypes.HasFlag(ResupplyType.Rearm))
foreach (var pool in rearmable.RearmableAmmoPools)
pool.RemainingTicks = pool.Info.ReloadDelay;
}
public override bool Tick(Actor self)
{
// HACK: If the activity is cancelled while we're already resupplying (or about to start resupplying),
@@ -83,7 +75,6 @@ namespace OpenRA.Mods.Common.Activities
foreach (var notifyResupply in notifyResupplies)
notifyResupply.ResupplyTick(host.Actor, self, ResupplyType.None);
var aircraft = self.TraitOrDefault<Aircraft>();
if (aircraft != null)
{
aircraft.AllowYieldingReservation();
@@ -92,14 +83,15 @@ namespace OpenRA.Mods.Common.Activities
return true;
}
else if (self.Info.HasTraitInfo<MobileInfo>())
else if (repairableNear != null)
return true;
else
{
QueueChild(self.Trait<IMove>().MoveToTarget(self, host));
QueueChild(move.MoveToTarget(self, host));
return false;
}
}
else if (IsCanceling || host.Type == TargetType.Invalid
|| (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough)))
else if (IsCanceling || host.Type != TargetType.Actor || !host.Actor.IsInWorld || host.Actor.IsDead)
{
// This is necessary to ensure host resupply actions (like animations) finish properly
foreach (var notifyResupply in notifyResupplies)
@@ -107,6 +99,50 @@ namespace OpenRA.Mods.Common.Activities
return true;
}
else if (activeResupplyTypes != 0 && aircraft == null &&
(closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough)))
{
var targetCell = self.World.Map.CellContaining(host.Actor.CenterPosition);
List<Activity> movement = new List<Activity>();
movement.Add(move.MoveWithinRange(host, closeEnough, targetLineColor: Color.Green));
// HACK: Repairable needs the actor to move to host center.
// TODO: Get rid of this or at least replace it with something less hacky.
if (repairableNear == null)
movement.Add(move.MoveTo(targetCell, host.Actor));
var moveActivities = ActivityUtils.SequenceActivities(movement.ToArray());
var delta = (self.CenterPosition - host.CenterPosition).LengthSquared;
var transport = transportCallers.FirstOrDefault(t => t.MinimumDistance.LengthSquared < delta);
if (transport != null)
{
QueueChild(new WaitForTransport(self, moveActivities));
// TODO: Make this compatible with RepairableNear
transport.RequestTransport(self, targetCell, new Resupply(self, host.Actor, closeEnough));
}
else
QueueChild(moveActivities);
return false;
}
// We don't want to trigger this until we've reached the resupplier and can start resupplying
if (!actualResupplyStarted && activeResupplyTypes > 0)
{
actualResupplyStarted = true;
foreach (var notifyResupply in notifyResupplies)
notifyResupply.BeforeResupply(host.Actor, self, activeResupplyTypes);
// Reset the ReloadDelay to avoid any issues with early cancellation
// from previous reload attempts (explicit order, host building died, etc).
// HACK: this really shouldn't be managed from here
if (activeResupplyTypes.HasFlag(ResupplyType.Rearm))
foreach (var pool in rearmable.RearmableAmmoPools)
pool.RemainingTicks = pool.Info.ReloadDelay;
}
if (activeResupplyTypes.HasFlag(ResupplyType.Repair))
RepairTick(self);
@@ -119,10 +155,18 @@ namespace OpenRA.Mods.Common.Activities
if (activeResupplyTypes == 0)
{
var aircraft = self.TraitOrDefault<Aircraft>();
if (aircraft != null)
aircraft.AllowYieldingReservation();
if (self.CurrentActivity.NextActivity == null)
{
var rp = host.Actor.TraitOrDefault<RallyPoint>();
if (rp != null)
Queue(move.MoveTo(rp.Location, repairableNear != null ? null : host.Actor));
else if (repairableNear == null)
Queue(move.MoveToTarget(self, host));
}
return true;
}