#region Copyright & License Information /* * Copyright 2007-2019 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.Linq; using OpenRA.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Activities { public class HeliReturnToBase : Activity { readonly Aircraft aircraft; readonly RepairableInfo repairableInfo; readonly Rearmable rearmable; readonly bool alwaysLand; readonly bool abortOnResupply; Actor dest; public HeliReturnToBase(Actor self, bool abortOnResupply, Actor dest = null, bool alwaysLand = true) { aircraft = self.Trait(); repairableInfo = self.Info.TraitInfoOrDefault(); rearmable = self.TraitOrDefault(); this.alwaysLand = alwaysLand; this.abortOnResupply = abortOnResupply; this.dest = dest; } public override Activity Tick(Actor self) { // Refuse to take off if it would land immediately again. // Special case: Don't kill other deploy hotkey activities. if (aircraft.ForceLanding) return NextActivity; if (IsCanceling) return NextActivity; if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self)) dest = ReturnToBase.ChooseResupplier(self, true); var initialFacing = aircraft.Info.InitialFacing; if (dest == null || dest.IsDead) { var nearestResupplier = ReturnToBase.ChooseResupplier(self, false); // If a heli was told to return and there's no (available) RearmBuilding, going to the probable next queued activity (HeliAttack) // would be pointless (due to lack of ammo), and possibly even lead to an infinite loop due to HeliAttack.cs:L79. if (nearestResupplier == null && aircraft.Info.LandWhenIdle) { if (aircraft.Info.TurnToLand) return ActivityUtils.SequenceActivities(self, new Turn(self, initialFacing), new HeliLand(self, true)); return new HeliLand(self, true); } else if (nearestResupplier == null && !aircraft.Info.LandWhenIdle) return null; else { var distanceFromResupplier = (nearestResupplier.CenterPosition - self.CenterPosition).HorizontalLength; var distanceLength = aircraft.Info.WaitDistanceFromResupplyBase.Length; // If no pad is available, move near one and wait if (distanceFromResupplier > distanceLength) { var randomPosition = WVec.FromPDF(self.World.SharedRandom, 2) * distanceLength / 1024; var target = Target.FromPos(nearestResupplier.CenterPosition + randomPosition); return ActivityUtils.SequenceActivities(self, new HeliFly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green), this); } return this; } } var landingProcedures = new List(); var exit = dest.FirstExitOrDefault(null); var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero; landingProcedures.Add(new HeliFly(self, Target.FromPos(dest.CenterPosition + offset))); if (ShouldLandAtBuilding(self, dest)) { aircraft.MakeReservation(dest); if (aircraft.Info.TurnToDock) landingProcedures.Add(new Turn(self, initialFacing)); landingProcedures.Add(new HeliLand(self, false)); landingProcedures.Add(new ResupplyAircraft(self)); if (!abortOnResupply) landingProcedures.Add(NextActivity); } else landingProcedures.Add(NextActivity); return ActivityUtils.SequenceActivities(self, landingProcedures.ToArray()); } bool ShouldLandAtBuilding(Actor self, Actor dest) { if (alwaysLand) return true; if (repairableInfo != null && repairableInfo.RepairActors.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged) return true; return rearmable != null && rearmable.Info.RearmActors.Contains(dest.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo()); } } }