#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; using System.Linq; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.D2k.Traits { class SandwormInfo : WandersInfo, Requires, Requires { [Desc("Time between rescanning for targets (in ticks).")] public readonly int TargetRescanInterval = 125; [Desc("The radius in which the worm \"searches\" for targets.")] public readonly WDist MaxSearchRadius = WDist.FromCells(20); [Desc("The range at which the worm launches an attack regardless of noise levels.")] public readonly WDist IgnoreNoiseAttackRange = WDist.FromCells(3); [Desc("The chance this actor has of disappearing after it attacks (in %).")] public readonly int ChanceToDisappear = 100; public override object Create(ActorInitializer init) { return new Sandworm(init.Self, this); } } class Sandworm : Wanders, ITick, INotifyActorDisposing { public readonly SandwormInfo WormInfo; readonly ActorSpawnManager manager; readonly Mobile mobile; readonly AttackBase attackTrait; public bool IsMovingTowardTarget { get; private set; } public bool IsAttacking; int targetCountdown; bool disposed; public Sandworm(Actor self, SandwormInfo info) : base(self, info) { WormInfo = info; mobile = self.Trait(); attackTrait = self.Trait(); manager = self.World.WorldActor.Trait(); } public override void DoAction(Actor self, CPos targetCell) { IsMovingTowardTarget = false; RescanForTargets(self); if (IsMovingTowardTarget) return; self.QueueActivity(mobile.MoveWithinRange(Target.FromCell(self.World, targetCell, SubCell.Any), WDist.FromCells(1), targetLineColor: Color.Red)); } void ITick.Tick(Actor self) { if (--targetCountdown > 0 || IsAttacking || !self.IsInWorld) return; RescanForTargets(self); } void RescanForTargets(Actor self) { targetCountdown = WormInfo.TargetRescanInterval; // If close enough, we don't care about other actors. var target = self.World.FindActorsInCircle(self.CenterPosition, WormInfo.IgnoreNoiseAttackRange) .Select(t => Target.FromActor(t)) .FirstOrDefault(t => attackTrait.HasAnyValidWeapons(t)); if (target.Type == TargetType.Actor) { attackTrait.AttackTarget(target, false, true, false); return; } Func isValidTarget = a => { if (!a.Info.HasTraitInfo()) return false; return mobile.CanEnterCell(a.Location, null, BlockedByActor.None); }; var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, WormInfo.MaxSearchRadius) .Where(isValidTarget).SelectMany(a => a.TraitsImplementing()); var noiseDirection = actorsInRange.Aggregate(WVec.Zero, (a, b) => a + b.AttractionAtPosition(self.CenterPosition)); // No target was found if (noiseDirection == WVec.Zero) return; var moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection); while (!self.World.Map.Contains(moveTo) || !mobile.CanEnterCell(moveTo, null, BlockedByActor.None)) { // without this check, this while can be infinity loop if (moveTo == self.Location) { self.CancelActivity(); return; } noiseDirection /= 2; moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection); } // Don't get stuck when the noise is distributed evenly! This will make the worm wander instead of trying to move to where it already is if (moveTo == self.Location) { self.CancelActivity(); return; } self.QueueActivity(false, mobile.MoveTo(moveTo, 3)); IsMovingTowardTarget = true; } void INotifyActorDisposing.Disposing(Actor self) { if (disposed) return; manager.DecreaseActorCount(); disposed = true; } } }