#region Copyright & License Information /* * Copyright 2007-2018 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.Traits; namespace OpenRA.Mods.Common.Activities { public class HeliReturnToBase : Activity { readonly Aircraft aircraft; readonly bool alwaysLand; readonly bool abortOnResupply; Actor dest; public HeliReturnToBase(Actor self, bool abortOnResupply, Actor dest = null, bool alwaysLand = true) { aircraft = self.Trait(); this.alwaysLand = alwaysLand; this.abortOnResupply = abortOnResupply; this.dest = dest; } public Actor ChooseResupplier(Actor self, bool unreservedOnly) { var rearmBuildings = aircraft.Info.RearmBuildings; return self.World.Actors.Where(a => a.Owner == self.Owner && rearmBuildings.Contains(a.Info.Name) && (!unreservedOnly || !Reservable.IsReserved(a))) .ClosestTo(self); } public override Activity Tick(Actor self) { // Refuse to take off if it would land immediately again. // Special case: Don't kill other deploy hotkey activities. if (aircraft.ForceLanding) return NextActivity; if (IsCanceled) return NextActivity; if (dest == null || dest.IsDead || Reservable.IsReserved(dest)) dest = ChooseResupplier(self, true); var initialFacing = aircraft.Info.InitialFacing; if (dest == null || dest.IsDead) { var nearestResupplier = ChooseResupplier(self, false); // If a heli was told to return and there's no (available) RearmBuilding, going to the probable next queued activity (HeliAttack) // would be pointless (due to lack of ammo), and possibly even lead to an infinite loop due to HeliAttack.cs:L79. if (nearestResupplier == null && aircraft.Info.LandWhenIdle) { if (aircraft.Info.TurnToLand) return ActivityUtils.SequenceActivities(new Turn(self, initialFacing), new HeliLand(self, true)); return new HeliLand(self, true); } else if (nearestResupplier == null && !aircraft.Info.LandWhenIdle) return null; else { var distanceFromResupplier = (nearestResupplier.CenterPosition - self.CenterPosition).HorizontalLength; var distanceLength = aircraft.Info.WaitDistanceFromResupplyBase.Length; // If no pad is available, move near one and wait if (distanceFromResupplier > distanceLength) { var randomPosition = WVec.FromPDF(self.World.SharedRandom, 2) * distanceLength / 1024; var target = Target.FromPos(nearestResupplier.CenterPosition + randomPosition); return ActivityUtils.SequenceActivities(new HeliFly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase), this); } return this; } } var exit = dest.FirstExitOrDefault(null); var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero; if (ShouldLandAtBuilding(self, dest)) { aircraft.MakeReservation(dest); return ActivityUtils.SequenceActivities( new HeliFly(self, Target.FromPos(dest.CenterPosition + offset)), new Turn(self, initialFacing), new HeliLand(self, false), new ResupplyAircraft(self), !abortOnResupply ? NextActivity : null); } return ActivityUtils.SequenceActivities( new HeliFly(self, Target.FromPos(dest.CenterPosition + offset)), NextActivity); } bool ShouldLandAtBuilding(Actor self, Actor dest) { if (alwaysLand) return true; if (aircraft.Info.RepairBuildings.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged) return true; return aircraft.Info.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing() .Any(p => !p.AutoReloads && !p.FullAmmo()); } } }