#region Copyright & License Information /* * Copyright 2007-2019 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.Linq; using OpenRA.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Activities { public class HeliAttack : Activity { readonly Aircraft aircraft; readonly AttackAircraft attackAircraft; readonly Rearmable rearmable; Target target; Target lastVisibleTarget; WDist lastVisibleMaximumRange; bool useLastVisibleTarget; bool hasTicked; public HeliAttack(Actor self, Target target) { this.target = target; aircraft = self.Trait(); attackAircraft = self.Trait(); rearmable = self.TraitOrDefault(); // 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); } } public override Activity Tick(Actor self) { if (ChildActivity != null) { ChildActivity = ActivityUtils.RunActivity(self, ChildActivity); if (ChildActivity != null) return this; } // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) Cancel(self); if (IsCanceling) { // Cancel the requested target, but keep firing on it while in range attackAircraft.OpportunityTarget = attackAircraft.RequestedTarget; attackAircraft.RequestedTarget = Target.Invalid; return NextActivity; } // 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 NextActivity; if (attackAircraft.IsTraitPaused) return this; bool targetIsHiddenActor; attackAircraft.RequestedTarget = target = target.Recalculate(self.Owner, out targetIsHiddenActor); attackAircraft.RequestedTargetLastTick = self.World.WorldTick; hasTicked = true; if (!targetIsHiddenActor && target.Type == TargetType.Actor) { lastVisibleTarget = Target.FromTargetPositions(target); lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target); } var oldUseLastVisibleTarget = useLastVisibleTarget; useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self); // Update target lines if required if (useLastVisibleTarget != oldUseLastVisibleTarget) self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, Color.Red, false); // Target is hidden or dead, and we don't have a fallback position to move towards if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self)) { attackAircraft.RequestedTarget = Target.Invalid; return NextActivity; } // If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload and then resume the activity if (rearmable != null && !useLastVisibleTarget && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self))) { QueueChild(self, new ReturnToBase(self, aircraft.Info.AbortOnResupply), true); return this; } var pos = self.CenterPosition; var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target; // Update facing var delta = attackAircraft.GetTargetPosition(pos, checkTarget) - pos; var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : aircraft.Facing; aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.TurnSpeed); if (HeliFly.AdjustAltitude(self, aircraft, aircraft.Info.CruiseAltitude)) return this; // We don't know where the target actually is, so move to where we last saw it if (useLastVisibleTarget) { // We've reached the assumed position but it is not there - give up if (checkTarget.IsInRange(pos, lastVisibleMaximumRange)) { attackAircraft.RequestedTarget = Target.Invalid; return NextActivity; } // Fly towards the last known position aircraft.SetPosition(self, aircraft.CenterPosition + aircraft.FlyStep(desiredFacing)); return this; } // Fly towards the target if (!target.IsInRange(pos, attackAircraft.GetMaximumRangeVersusTarget(target))) aircraft.SetPosition(self, aircraft.CenterPosition + aircraft.FlyStep(desiredFacing)); // Fly backwards from the target if (target.IsInRange(pos, attackAircraft.GetMinimumRangeVersusTarget(target))) { // Facing 0 doesn't work with the following position change var facing = 1; if (desiredFacing != 0) facing = desiredFacing; else if (aircraft.Facing != 0) facing = aircraft.Facing; aircraft.SetPosition(self, aircraft.CenterPosition + aircraft.FlyStep(-facing)); } return this; } } }