#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 OpenRA.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Traits; namespace OpenRA.Mods.Common.Activities { public class AttackMoveActivity : Activity { readonly Func getInner; readonly bool isAssaultMove; AutoTarget autoTarget; ConditionManager conditionManager; AttackMove attackMove; int token = ConditionManager.InvalidConditionToken; public AttackMoveActivity(Actor self, Func getInner, bool assaultMoving = false) { this.getInner = getInner; autoTarget = self.TraitOrDefault(); conditionManager = self.TraitOrDefault(); attackMove = self.TraitOrDefault(); isAssaultMove = assaultMoving; ChildHasPriority = false; } protected override void OnFirstRun(Actor self) { // Start moving. QueueChild(getInner()); if (conditionManager == null || attackMove == null) return; if (!isAssaultMove && !string.IsNullOrEmpty(attackMove.Info.AttackMoveCondition)) token = conditionManager.GrantCondition(self, attackMove.Info.AttackMoveCondition); else if (isAssaultMove && !string.IsNullOrEmpty(attackMove.Info.AssaultMoveCondition)) token = conditionManager.GrantCondition(self, attackMove.Info.AssaultMoveCondition); } public override bool Tick(Actor self) { // We are not currently attacking a target, so scan for new targets. if (!IsCanceling && ChildActivity != null && ChildActivity.NextActivity == null && autoTarget != null) { // ScanForTarget already limits the scanning rate for performance so we don't need to do that here. var target = autoTarget.ScanForTarget(self, false, true); if (target.Type != TargetType.Invalid) { // We have found a target so cancel the current move activity and queue attack activities. ChildActivity.Cancel(self); var attackBases = autoTarget.ActiveAttackBases; foreach (var ab in attackBases) QueueChild(ab.GetAttackActivity(self, AttackSource.AttackMove, target, false, false)); // Make sure to continue moving when the attack activities have finished. QueueChild(getInner()); } } // The last queued childactivity is guaranteed to be the inner move, so if the childactivity // queue is empty it means we have reached our destination and there are no more enemies on our path. return TickChild(self); } protected override void OnLastRun(Actor self) { if (conditionManager != null && token != ConditionManager.InvalidConditionToken) token = conditionManager.RevokeCondition(self, token); } public override IEnumerable GetTargets(Actor self) { if (ChildActivity != null) return ChildActivity.GetTargets(self); return Target.None; } public override IEnumerable TargetLineNodes(Actor self) { foreach (var n in getInner().TargetLineNodes(self)) yield return n; yield break; } } }