#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.Linq; using OpenRA.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Traits; namespace OpenRA.Mods.Common.Activities { /* non-turreted attack */ public class Attack : Activity { protected readonly Target Target; readonly AttackBase attack; readonly IMove move; readonly IFacing facing; readonly IPositionable positionable; readonly bool forceAttack; WDist minRange; WDist maxRange; public Attack(Actor self, Target target, bool allowMovement, bool forceAttack) { Target = target; this.forceAttack = forceAttack; attack = self.Trait(); facing = self.Trait(); positionable = self.Trait(); move = allowMovement ? self.TraitOrDefault() : null; } public override Activity Tick(Actor self) { var ret = InnerTick(self, attack); attack.IsAttacking = ret == this; return ret; } protected virtual Activity InnerTick(Actor self, AttackBase attack) { if (IsCanceled) return NextActivity; var type = Target.Type; if (!Target.IsValidFor(self) || type == TargetType.FrozenActor) return NextActivity; if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(Target.Actor.Location, null, false)) return NextActivity; // Drop the target if it moves under the shroud / fog. // HACK: This would otherwise break targeting frozen actors // The problem is that Shroud.IsTargetable returns false (as it should) for // frozen actors, but we do want to explicitly target the underlying actor here. if (!attack.Info.IgnoresVisibility && type == TargetType.Actor && !Target.Actor.Info.HasTraitInfo() && !self.Owner.CanTargetActor(Target.Actor)) return NextActivity; // Drop the target once none of the weapons are effective against it var armaments = attack.ChooseArmamentsForTarget(Target, forceAttack); if (!armaments.Any()) return NextActivity; // Update ranges minRange = armaments.Max(a => a.Weapon.MinRange); maxRange = armaments.Min(a => a.MaxRange()); // Try to move within range if (move != null && (!Target.IsInRange(self.CenterPosition, maxRange) || Target.IsInRange(self.CenterPosition, minRange))) return Util.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this); var desiredFacing = Util.GetFacing(Target.CenterPosition - self.CenterPosition, 0); if (facing.Facing != desiredFacing) return Util.SequenceActivities(new Turn(self, desiredFacing), this); attack.DoAttack(self, Target, armaments); return this; } } }