#region Copyright & License Information /* * Copyright 2007-2022 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.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 FlyAttack : Activity, IActivityNotifyStanceChanged { readonly Aircraft aircraft; readonly AttackAircraft attackAircraft; readonly Rearmable rearmable; readonly AttackSource source; readonly bool forceAttack; readonly Color? targetLineColor; readonly WDist strafeDistance; Target target; Target lastVisibleTarget; WDist lastVisibleMaximumRange; BitSet lastVisibleTargetTypes; Player lastVisibleOwner; bool useLastVisibleTarget; bool hasTicked; bool returnToBase; public FlyAttack(Actor self, AttackSource source, in Target target, bool forceAttack, Color? targetLineColor) { this.source = source; this.target = target; this.forceAttack = forceAttack; this.targetLineColor = targetLineColor; aircraft = self.Trait(); attackAircraft = self.Trait(); rearmable = self.TraitOrDefault(); strafeDistance = attackAircraft.Info.StrafeRunLength; // The target may become hidden between the initial order request and the first tick (e.g. if queued) // Moving to any position (even if quite stale) is still better than immediately giving up if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner)) || target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain) { lastVisibleTarget = Target.FromPos(target.CenterPosition); lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target); if (target.Type == TargetType.Actor) { lastVisibleOwner = target.Actor.Owner; lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes(); } else if (target.Type == TargetType.FrozenActor) { lastVisibleOwner = target.FrozenActor.Owner; lastVisibleTargetTypes = target.FrozenActor.TargetTypes; } } } public override bool Tick(Actor self) { returnToBase = false; // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) Cancel(self); if (IsCanceling) return true; // Check that AttackFollow hasn't cancelled the target by modifying attack.Target // Having both this and AttackFollow modify that field is a horrible hack. if (hasTicked && attackAircraft.RequestedTarget.Type == TargetType.Invalid) return true; if (attackAircraft.IsTraitPaused) return false; target = target.Recalculate(self.Owner, out var targetIsHiddenActor); attackAircraft.SetRequestedTarget(target, forceAttack); hasTicked = true; if (!targetIsHiddenActor && target.Type == TargetType.Actor) { lastVisibleTarget = Target.FromTargetPositions(target); lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target); lastVisibleOwner = target.Actor.Owner; lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes(); } // The target may become hidden in the same tick the FlyAttack constructor is called, // causing lastVisible* to remain uninitialized. // Fix the fallback values based on the frozen actor properties else if (target.Type == TargetType.FrozenActor && !lastVisibleTarget.IsValidFor(self)) { lastVisibleTarget = Target.FromTargetPositions(target); lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target); lastVisibleOwner = target.FrozenActor.Owner; lastVisibleTargetTypes = target.FrozenActor.TargetTypes; } useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self); // Target is hidden or dead, and we don't have a fallback position to move towards if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self)) return true; // If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload // and resume the activity after reloading if AbortOnResupply is set to 'false' if (rearmable != null && !useLastVisibleTarget && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self))) { // Attack moves never resupply if (source == AttackSource.AttackMove) return true; // AbortOnResupply cancels the current activity (after resupplying) plus any queued activities if (attackAircraft.Info.AbortOnResupply) NextActivity?.Cancel(self); QueueChild(new ReturnToBase(self)); returnToBase = true; return attackAircraft.Info.AbortOnResupply; } var pos = self.CenterPosition; var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target; // We don't know where the target actually is, so move to where we last saw it if (useLastVisibleTarget) { // HACK: Bot players ignore the standard visibility checks in target.Recalculate, // which means that targetIsHiddenActor is always false, allowing lastVisibleMaximumRange // to be assigned zero range by attackAircraft.GetMaximumRangeVersusTarget for e.g. cloaked actors. // Catch and cancel this edge case to avoid the aircraft stopping mid-air! if (self.Owner.IsBot && lastVisibleMaximumRange == WDist.Zero) return true; // We've reached the assumed position but it is not there - give up if (checkTarget.IsInRange(pos, lastVisibleMaximumRange)) return true; // Fly towards the last known position QueueChild(new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red)); return false; } var delta = attackAircraft.GetTargetPosition(pos, target) - pos; var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw : aircraft.Facing; QueueChild(new TakeOff(self)); var minimumRange = attackAircraft.Info.AttackType == AirAttackType.Strafe ? WDist.Zero : attackAircraft.GetMinimumRangeVersusTarget(target); // Move into range of the target. if (!target.IsInRange(pos, lastVisibleMaximumRange) || target.IsInRange(pos, minimumRange)) QueueChild(aircraft.MoveWithinRange(target, minimumRange, lastVisibleMaximumRange, target.CenterPosition, Color.Red)); // The aircraft must keep moving forward even if it is already in an ideal position. else if (attackAircraft.Info.AttackType == AirAttackType.Strafe) QueueChild(new StrafeAttackRun(attackAircraft, aircraft, target, strafeDistance != WDist.Zero ? strafeDistance : lastVisibleMaximumRange)); else if (attackAircraft.Info.AttackType == AirAttackType.Default && !aircraft.Info.CanHover) QueueChild(new FlyAttackRun(target, lastVisibleMaximumRange, attackAircraft)); // Turn to face the target if required. else if (!attackAircraft.TargetInFiringArc(self, target, attackAircraft.Info.FacingTolerance)) aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.TurnSpeed); return false; } protected override void OnLastRun(Actor self) { // Cancel the requested target, but keep firing on it while in range attackAircraft.ClearRequestedTarget(); } void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance) { // Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting if (newStance > oldStance || forceAttack) return; // If lastVisibleTarget is invalid we could never view the target in the first place, so we just drop it here too if (!lastVisibleTarget.IsValidFor(self) || !autoTarget.HasValidTargetPriority(self, lastVisibleOwner, lastVisibleTargetTypes)) attackAircraft.ClearRequestedTarget(); } public override IEnumerable TargetLineNodes(Actor self) { if (targetLineColor != null) { if (returnToBase) foreach (var n in ChildActivity.TargetLineNodes(self)) yield return n; if (!returnToBase || !attackAircraft.Info.AbortOnResupply) yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value); } } } class FlyAttackRun : Activity { readonly AttackAircraft attack; readonly WDist exitRange; Target target; bool targetIsVisibleActor; public FlyAttackRun(in Target t, WDist exitRange, AttackAircraft attack) { ChildHasPriority = false; target = t; this.exitRange = exitRange; this.attack = attack; } protected override void OnFirstRun(Actor self) { // The target may have died while this activity was queued if (target.IsValidFor(self)) { QueueChild(new Fly(self, target, target.CenterPosition)); // Fly a single tick forward so we have passed the target and start flying out of range facing away from it QueueChild(new FlyForward(self, 1)); QueueChild(new Fly(self, target, exitRange, WDist.MaxValue, target.CenterPosition)); } else Cancel(self); } public override bool Tick(Actor self) { if (TickChild(self) || IsCanceling) return true; // Cancel the run if the target become invalid (e.g. killed) while visible var targetWasVisibleActor = targetIsVisibleActor; target = target.Recalculate(self.Owner, out var targetIsHiddenActor); targetIsVisibleActor = target.Type == TargetType.Actor && !targetIsHiddenActor; if (targetWasVisibleActor && (!target.IsValidFor(self) || !attack.HasAnyValidWeapons(target))) Cancel(self); return false; } } class StrafeAttackRun : Activity { readonly AttackAircraft attackAircraft; readonly Aircraft aircraft; readonly WDist exitRange; Target target; public StrafeAttackRun(AttackAircraft attackAircraft, Aircraft aircraft, in Target t, WDist exitRange) { ChildHasPriority = false; target = t; this.attackAircraft = attackAircraft; this.aircraft = aircraft; this.exitRange = exitRange; } protected override void OnFirstRun(Actor self) { // The target may have died while this activity was queued if (target.IsValidFor(self)) { QueueChild(new Fly(self, target, target.CenterPosition)); QueueChild(new FlyForward(self, exitRange)); // Exit the range and then fly enough to turn towards the target for another run var distanceToTurn = new WDist(aircraft.Info.Speed * 256 / aircraft.Info.TurnSpeed.Angle); QueueChild(new Fly(self, target, exitRange + distanceToTurn, WDist.MaxValue, target.CenterPosition)); } else Cancel(self); } public override bool Tick(Actor self) { if (TickChild(self) || IsCanceling) return true; // Strafe attacks target the ground below the original target // Update the position if we seen the target move; keep the previous one if it dies or disappears target = target.Recalculate(self.Owner, out var targetIsHiddenActor); if (!targetIsHiddenActor && target.Type == TargetType.Actor) attackAircraft.SetRequestedTarget(Target.FromTargetPositions(target), true); return false; } } }