#region Copyright & License Information /* * Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using OpenRA.FileFormats; using OpenRA.Traits; using System.Drawing; using System.Linq; namespace OpenRA.Mods.RA { [Desc("The actor will automatically engage the enemy when it is in range.")] public class AutoTargetInfo : ITraitInfo, Requires { [Desc("It will try to hunt down the enemy if it is not set to defend.")] public readonly bool AllowMovement = true; [Desc("Set to a value >1 to override weapons maximum range for this.")] public readonly int ScanRadius = -1; public readonly UnitStance InitialStance = UnitStance.AttackAnything; [Desc("Ticks to wait until next AutoTarget: attempt.")] public readonly int MinimumScanTimeInterval = 3; [Desc("Ticks to wait until next AutoTarget: attempt.")] public readonly int MaximumScanTimeInterval = 8; public object Create(ActorInitializer init) { return new AutoTarget(init.self, this); } } public enum UnitStance { HoldFire, ReturnFire, Defend, AttackAnything }; public class AutoTarget : INotifyIdle, INotifyDamage, ITick, IResolveOrder, ISync { readonly AutoTargetInfo Info; readonly AttackBase attack; readonly AttackTurreted at; [Sync] public int nextScanTime = 0; public UnitStance stance; [Sync] public int stanceNumber { get { return (int)stance; } } public UnitStance predictedStance; /* NOT SYNCED: do not refer to this anywhere other than UI code */ [Sync] public Actor Aggressor; [Sync] public Actor TargetedActor; public AutoTarget(Actor self, AutoTargetInfo info) { Info = info; attack = self.Trait(); stance = Info.InitialStance; predictedStance = stance; at = self.TraitOrDefault(); } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "SetUnitStance") stance = (UnitStance)order.TargetLocation.X; } public void Damaged(Actor self, AttackInfo e) { if (!self.IsIdle) return; if (e.Attacker.Destroyed) return; if (stance < UnitStance.ReturnFire) return; // not a lot we can do about things we can't hurt... although maybe we should automatically run away? if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return; // don't retaliate against own units force-firing on us. it's usually not what the player wanted. if (e.Attacker.AppearsFriendlyTo(self)) return; if (e.Damage < 0) return; // don't retaliate against healers Aggressor = e.Attacker; if (at == null || !at.IsReachableTarget(at.Target, Info.AllowMovement && stance != UnitStance.Defend)) Attack(self, e.Attacker); } public void TickIdle(Actor self) { if (stance < UnitStance.Defend) return; if (at == null || !at.IsReachableTarget(at.Target, Info.AllowMovement && stance != UnitStance.Defend)) ScanAndAttack(self); } public void Tick(Actor self) { if (nextScanTime > 0) --nextScanTime; } public Actor ScanForTarget(Actor self, Actor currentTarget) { var range = Info.ScanRadius > 0 ? WRange.FromCells(Info.ScanRadius) : attack.GetMaximumRange(); if (self.IsIdle || currentTarget == null || !Target.FromActor(currentTarget).IsInRange(self.CenterPosition, range)) if (nextScanTime <= 0) return ChooseTarget(self, range); return currentTarget; } public void ScanAndAttack(Actor self) { var targetActor = ScanForTarget(self, null); if (targetActor != null) Attack(self, targetActor); } void Attack(Actor self, Actor targetActor) { TargetedActor = targetActor; var target = Target.FromActor(targetActor); self.SetTargetLine(target, Color.Red, false); attack.AttackTarget(target, false, Info.AllowMovement && stance != UnitStance.Defend); } Actor ChooseTarget(Actor self, WRange range) { nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval); var inRange = self.World.FindActorsInCircle(self.CenterPosition, range); if (self.Owner.HasFogVisibility()) { return inRange .Where(a => a.AppearsHostileTo(self)) .Where(a => !a.HasTrait()) .Where(a => attack.HasAnyValidWeapons(Target.FromActor(a))) .ClosestTo(self); } else { return inRange .Where(a => a.AppearsHostileTo(self)) .Where(a => !a.HasTrait()) .Where(a => attack.HasAnyValidWeapons(Target.FromActor(a))) .Where(a => self.Owner.Shroud.IsTargetable(a)) .ClosestTo(self); } } } [Desc("Will not get automatically targeted by enemy (like walls)")] class AutoTargetIgnoreInfo : TraitInfo { } class AutoTargetIgnore { } }