#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; 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 ReturnToBase : Activity { readonly Aircraft aircraft; readonly RepairableInfo repairableInfo; readonly Rearmable rearmable; readonly bool alwaysLand; Actor dest; WAngle? facing; public ReturnToBase(Actor self, Actor dest = null, bool alwaysLand = false) { this.dest = dest; this.alwaysLand = alwaysLand; aircraft = self.Trait(); repairableInfo = self.Info.TraitInfoOrDefault(); rearmable = self.TraitOrDefault(); } public static Actor ChooseResupplier(Actor self, bool unreservedOnly) { var rearmInfo = self.Info.TraitInfoOrDefault(); if (rearmInfo == null) return null; return self.World.ActorsHavingTrait() .Where(a => !a.IsDead && a.Owner == self.Owner && rearmInfo.RearmActors.Contains(a.Info.Name) && (!unreservedOnly || Reservable.IsAvailableFor(a, self))) .ClosestTo(self); } 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.HasFullAmmo); } public override bool 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 true; if (IsCanceling || self.IsDead) return true; if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self)) dest = ChooseResupplier(self, true); if (dest == null) { var nearestResupplier = ChooseResupplier(self, false); if (nearestResupplier != null) { if (aircraft.Info.CanHover) { 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); QueueChild(new Fly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green)); } return false; } QueueChild(new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green)); QueueChild(new FlyIdle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport)); return false; } // Prevent an infinite loop in case we'd return to the activity that called ReturnToBase in the first place. Go idle instead. self.CancelActivity(); return true; } if (ShouldLandAtBuilding(self, dest)) { var exit = dest.FirstExitOrDefault(); var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero; if (aircraft.Info.TurnToDock || !aircraft.Info.VTOL) facing = WAngle.FromFacing(aircraft.Info.InitialFacing); aircraft.MakeReservation(dest); QueueChild(new Land(self, Target.FromActor(dest), offset, facing, Color.Green)); QueueChild(new Resupply(self, dest, WDist.Zero, alwaysLand)); return true; } QueueChild(new Fly(self, Target.FromActor(dest), targetLineColor: Color.Green)); return true; } public override IEnumerable TargetLineNodes(Actor self) { if (ChildActivity == null) yield return new TargetLineNode(Target.FromActor(dest), Color.Green); else foreach (var n in ChildActivity.TargetLineNodes(self)) yield return n; } } }