#region Copyright & License Information /* * Copyright 2007-2017 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.Drawing; using System.Linq; using OpenRA.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Traits; namespace OpenRA.Mods.Common.Activities { public class HeliAttack : Activity { readonly Aircraft helicopter; readonly AttackHeli attackHeli; readonly bool attackOnlyVisibleTargets; readonly bool selfReloads; Target target; bool canHideUnderFog; protected Target Target { get { return target; } private set { target = value; if (target.Type == TargetType.Actor) canHideUnderFog = target.Actor.Info.HasTraitInfo(); } } public HeliAttack(Actor self, Target target, bool attackOnlyVisibleTargets = true) { Target = target; helicopter = self.Trait(); attackHeli = self.Trait(); this.attackOnlyVisibleTargets = attackOnlyVisibleTargets; selfReloads = self.TraitsImplementing().All(p => p.SelfReloads); } public override Activity Tick(Actor self) { // Refuse to take off if it would land immediately again. if (helicopter.ForceLanding) { Cancel(self); return NextActivity; } if (IsCanceled || !target.IsValidFor(self)) return NextActivity; var pos = self.CenterPosition; var targetPos = attackHeli.GetTargetPosition(pos, target); if (attackOnlyVisibleTargets && target.Type == TargetType.Actor && canHideUnderFog && !target.Actor.CanBeViewedByPlayer(self.Owner)) { var newTarget = Target.FromCell(self.World, self.World.Map.CellContaining(targetPos)); Cancel(self); self.SetTargetLine(newTarget, Color.Green); return new HeliFly(self, newTarget); } // If all valid weapons have depleted their ammo and RearmBuilding is defined, return to RearmBuilding to reload and then resume the activity if (!selfReloads && helicopter.Info.RearmBuildings.Any() && attackHeli.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self))) return ActivityUtils.SequenceActivities(new HeliReturnToBase(self, helicopter.Info.AbortOnResupply), this); var dist = targetPos - pos; // Can rotate facing while ascending var desiredFacing = dist.HorizontalLengthSquared != 0 ? dist.Yaw.Facing : helicopter.Facing; helicopter.Facing = Util.TickFacing(helicopter.Facing, desiredFacing, helicopter.TurnSpeed); if (HeliFly.AdjustAltitude(self, helicopter, helicopter.Info.CruiseAltitude)) return this; // Fly towards the target if (!target.IsInRange(pos, attackHeli.GetMaximumRangeVersusTarget(target))) helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing)); // Fly backwards from the target if (target.IsInRange(pos, attackHeli.GetMinimumRangeVersusTarget(target))) { // Facing 0 doesn't work with the following position change var facing = 1; if (desiredFacing != 0) facing = desiredFacing; else if (helicopter.Facing != 0) facing = helicopter.Facing; helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(-facing)); } attackHeli.DoAttack(self, target); return this; } } }