#region Copyright & License Information /* * Copyright 2007-2020 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 OpenRA.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Activities { public class Follow : Activity { readonly WDist minRange; readonly WDist maxRange; readonly IMove move; readonly Color? targetLineColor; Target target; Target lastVisibleTarget; bool useLastVisibleTarget; bool wasMovingWithinRange; public Follow(Actor self, in Target target, WDist minRange, WDist maxRange, WPos? initialTargetPosition, Color? targetLineColor = null) { this.target = target; this.minRange = minRange; this.maxRange = maxRange; this.targetLineColor = targetLineColor; move = self.Trait(); // The target may become hidden between the initial order request and the first tick (e.g. if queued) // Moving to any position (even if quite stale) is still better than immediately giving up if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner)) || target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain) lastVisibleTarget = Target.FromPos(target.CenterPosition); else if (initialTargetPosition.HasValue) lastVisibleTarget = Target.FromPos(initialTargetPosition.Value); } public override bool Tick(Actor self) { if (IsCanceling) return true; target = target.Recalculate(self.Owner, out var targetIsHiddenActor); if (!targetIsHiddenActor && target.Type == TargetType.Actor) lastVisibleTarget = Target.FromTargetPositions(target); useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self); // If we are ticking again after previously sequencing a MoveWithRange then that move must have completed // Either we are in range and can see the target, or we've lost track of it and should give up if (wasMovingWithinRange && targetIsHiddenActor) return true; wasMovingWithinRange = false; // Target is hidden or dead, and we don't have a fallback position to move towards if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self)) return true; var pos = self.CenterPosition; var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target; // We've reached the required range - if the target is visible and valid then we wait // otherwise if it is hidden or dead we give up if (checkTarget.IsInRange(pos, maxRange) && !checkTarget.IsInRange(pos, minRange)) return useLastVisibleTarget; // Move into range wasMovingWithinRange = true; QueueChild(move.MoveWithinRange(target, minRange, maxRange, checkTarget.CenterPosition, targetLineColor)); return false; } public override IEnumerable TargetLineNodes(Actor self) { if (targetLineColor != null) yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value); } } }