#region Copyright & License Information /* * Copyright 2007-2016 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("The actor will automatically engage the enemy when it is in range.")] public class AutoTargetInfo : ITraitInfo, Requires, UsesInit { [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; [Desc("Possible values are HoldFire, ReturnFire, Defend and AttackAnything.", "Used for computer-controlled players, both Lua-scripted and regular Skirmish AI alike.")] public readonly UnitStance InitialStanceAI = UnitStance.AttackAnything; [Desc("Possible values are HoldFire, ReturnFire, Defend and AttackAnything. Used for human players.")] public readonly UnitStance InitialStance = UnitStance.Defend; [Desc("Allow the player to change the unit stance.")] public readonly bool EnableStances = true; [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 readonly bool TargetWhenIdle = true; public readonly bool TargetWhenDamaged = true; public object Create(ActorInitializer init) { return new AutoTarget(init, this); } } public enum UnitStance { HoldFire, ReturnFire, Defend, AttackAnything } public class AutoTarget : INotifyIdle, INotifyDamage, ITick, IResolveOrder, ISync { readonly AutoTargetInfo info; readonly AttackBase attack; readonly AttackFollow at; [Sync] int nextScanTime = 0; public UnitStance Stance; [Sync] public Actor Aggressor; [Sync] public Actor TargetedActor; // NOT SYNCED: do not refer to this anywhere other than UI code public UnitStance PredictedStance; public AutoTarget(ActorInitializer init, AutoTargetInfo info) { var self = init.Self; this.info = info; attack = self.Trait(); if (init.Contains()) Stance = init.Get(); else Stance = self.Owner.IsBot || !self.Owner.Playable ? info.InitialStanceAI : info.InitialStance; PredictedStance = Stance; at = self.TraitOrDefault(); } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "SetUnitStance" && info.EnableStances) Stance = (UnitStance)order.ExtraData; } public void Damaged(Actor self, AttackInfo e) { if (!self.IsIdle || !info.TargetWhenDamaged) return; var attacker = e.Attacker; if (attacker.Disposed || Stance < UnitStance.ReturnFire) return; if (!attacker.IsInWorld && !attacker.Disposed) { // If the aggressor is in a transport, then attack the transport instead var passenger = attacker.TraitOrDefault(); if (passenger != null && passenger.Transport != null) attacker = passenger.Transport; } // not a lot we can do about things we can't hurt... although maybe we should automatically run away? if (!attack.HasAnyValidWeapons(Target.FromActor(attacker))) return; // don't retaliate against own units force-firing on us. It's usually not what the player wanted. if (attacker.AppearsFriendlyTo(self)) return; // don't retaliate against healers if (e.Damage < 0) return; Aggressor = attacker; var allowMove = info.AllowMovement && Stance != UnitStance.Defend; if (at == null || !at.IsReachableTarget(at.Target, allowMove)) Attack(self, Aggressor, allowMove); } public void TickIdle(Actor self) { if (Stance < UnitStance.Defend || !info.TargetWhenIdle) return; var allowMove = info.AllowMovement && Stance != UnitStance.Defend; if (at == null || !at.IsReachableTarget(at.Target, allowMove)) ScanAndAttack(self, allowMove); } public void Tick(Actor self) { if (nextScanTime > 0) --nextScanTime; } public Actor ScanForTarget(Actor self, bool allowMove) { if (nextScanTime <= 0) { nextScanTime = self.World.SharedRandom.Next(info.MinimumScanTimeInterval, info.MaximumScanTimeInterval); // If we can't attack right now, there's no need to try and find a target. var attackStances = attack.UnforcedAttackTargetStances(); if (attackStances != OpenRA.Traits.Stance.None) { var range = info.ScanRadius > 0 ? WDist.FromCells(info.ScanRadius) : attack.GetMaximumRange(); return ChooseTarget(self, attackStances, range, allowMove); } } return null; } public void ScanAndAttack(Actor self, bool allowMove) { var targetActor = ScanForTarget(self, allowMove); if (targetActor != null) Attack(self, targetActor, allowMove); } void Attack(Actor self, Actor targetActor, bool allowMove) { TargetedActor = targetActor; var target = Target.FromActor(targetActor); self.SetTargetLine(target, Color.Red, false); attack.AttackTarget(target, false, allowMove); } Actor ChooseTarget(Actor self, Stance attackStances, WDist range, bool allowMove) { var actorsByArmament = new Dictionary>(); var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, range); foreach (var actor in actorsInRange) { // PERF: Most units can only attack enemy units. If this is the case but the target is not an enemy, we // can bail early and avoid the more expensive targeting checks and armament selection. For groups of // allied units, this helps significantly reduce the cost of auto target scans. This is important as // these groups will continuously rescan their allies until an enemy finally comes into range. if (attackStances == OpenRA.Traits.Stance.Enemy && !actor.AppearsHostileTo(self)) continue; if (PreventsAutoTarget(self, actor) || !self.Owner.CanTargetActor(actor)) continue; // Select only the first compatible armament for each actor: if this actor is selected // it will be thanks to the first armament anyways, since that is the first selection // criterion var target = Target.FromActor(actor); var armaments = attack.ChooseArmamentsForTarget(target, false); if (!allowMove) armaments = armaments.Where(arm => target.IsInRange(self.CenterPosition, arm.MaxRange()) && !target.IsInRange(self.CenterPosition, arm.Weapon.MinRange)); var armament = armaments.FirstOrDefault(); if (armament == null) continue; List actors; if (actorsByArmament.TryGetValue(armament, out actors)) actors.Add(actor); else actorsByArmament.Add(armament, new List { actor }); } // Armaments are enumerated in attack.Armaments in construct order // When autotargeting, first choose targets according to the used armament construct order // And then according to distance from actor // This enables preferential treatment of certain armaments // (e.g. tesla trooper's tesla zap should have precedence over tesla charge) foreach (var arm in attack.Armaments) { List actors; if (actorsByArmament.TryGetValue(arm, out actors)) return actors.ClosestTo(self); } return null; } bool PreventsAutoTarget(Actor attacker, Actor target) { foreach (var pat in target.TraitsImplementing()) if (pat.PreventsAutoTarget(target, attacker)) return true; return false; } } [Desc("Will not get automatically targeted by enemy (like walls)")] class AutoTargetIgnoreInfo : TraitInfo { } class AutoTargetIgnore : IPreventsAutoTarget { public bool PreventsAutoTarget(Actor self, Actor attacker) { return true; } } public class StanceInit : IActorInit { [FieldFromYamlKey] readonly UnitStance value = UnitStance.AttackAnything; public StanceInit() { } public StanceInit(UnitStance init) { value = init; } public UnitStance Value(World world) { return value; } } }