#region Copyright & License Information /* * Copyright 2007-2015 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. 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 AmmoPool[] ammoPools; readonly bool attackOnlyVisibleTargets; 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(); ammoPools = self.TraitsImplementing().ToArray(); this.attackOnlyVisibleTargets = attackOnlyVisibleTargets; } public override Activity Tick(Actor self) { if (IsCanceled || !target.IsValidFor(self)) return NextActivity; if (attackOnlyVisibleTargets && target.Type == TargetType.Actor && canHideUnderFog && !self.Owner.CanTargetActor(target.Actor)) { var newTarget = Target.FromCell(self.World, self.World.Map.CellContaining(target.CenterPosition)); self.CancelActivity(); self.SetTargetLine(newTarget, Color.Green); return Util.SequenceActivities(new HeliFly(self, newTarget)); } // If all ammo pools are depleted and none reload automatically, return to helipad to reload and then move to next activity // TODO: This should check whether there is ammo left that is actually suitable for the target if (ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo())) return Util.SequenceActivities(new HeliReturnToBase(self), NextActivity); var dist = target.CenterPosition - self.CenterPosition; // Can rotate facing while ascending var desiredFacing = dist.HorizontalLengthSquared != 0 ? dist.Yaw.Facing : helicopter.Facing; helicopter.Facing = Util.TickFacing(helicopter.Facing, desiredFacing, helicopter.ROT); if (HeliFly.AdjustAltitude(self, helicopter, helicopter.Info.CruiseAltitude)) return this; // Fly towards the target // TODO: Fix that the helicopter won't do anything if it has multiple weapons with different ranges // and the weapon with the longest range is out of ammo if (!target.IsInRange(self.CenterPosition, attackHeli.GetMaximumRange())) helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing)); // Fly backwards from the target // TODO: Same problem as with MaximumRange if (target.IsInRange(self.CenterPosition, attackHeli.GetMinimumRange())) { // 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; } } }