- Enforce SA1604 ElementDocumentationShouldHaveSummary. - Enforce SA1629 DocumentationTextShouldEndWithAPeriod. - Turn off some rules covered by IDExxxx rules. - Remaining rules are treated as part of OpenRA style.
91 lines
2.9 KiB
C#
91 lines
2.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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public static class TargetExtensions
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{
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/// <summary>
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/// Update (Frozen)Actor targets to account for visibility changes or actor replacement.
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/// If the target actor becomes hidden without a FrozenActor, the target is invalidated.
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/// </summary>
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public static Target RecalculateInvalidatingHiddenTargets(this Target t, Player viewer)
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{
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var updated = t.Recalculate(viewer, out var targetIsHiddenActor);
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return targetIsHiddenActor ? Target.Invalid : updated;
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}
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/// <summary>
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/// Update (Frozen)Actor targets to account for visibility changes or actor replacement.
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/// If the target actor becomes hidden without a FrozenActor, the target actor is kept
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/// and the actorHidden flag is set to true.
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/// </summary>
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public static Target Recalculate(this Target t, Player viewer, out bool targetIsHiddenActor)
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{
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targetIsHiddenActor = false;
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// Check whether the target has transformed into something else
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// HACK: This relies on knowing the internal implementation details of Target
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if (t.Type == TargetType.Invalid && t.Actor != null && t.Actor.ReplacedByActor != null)
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t = Target.FromActor(t.Actor.ReplacedByActor);
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// Bot-controlled units aren't yet capable of understanding visibility changes
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if (viewer.IsBot)
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{
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// Prevent that bot-controlled units endlessly fire at frozen actors.
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// TODO: Teach the AI to support long range artillery units with units that provide line of sight
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if (t.Type == TargetType.FrozenActor)
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{
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if (t.FrozenActor.Actor != null)
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return Target.FromActor(t.FrozenActor.Actor);
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// Original actor was killed
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return Target.Invalid;
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}
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return t;
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}
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if (t.Type == TargetType.Actor)
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{
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// Actor has been hidden under the fog
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if (!t.Actor.CanBeViewedByPlayer(viewer))
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{
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// Replace with FrozenActor if applicable, otherwise return target unmodified
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var frozen = viewer.FrozenActorLayer.FromID(t.Actor.ActorID);
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if (frozen != null)
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return Target.FromFrozenActor(frozen);
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targetIsHiddenActor = true;
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return t;
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}
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}
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else if (t.Type == TargetType.FrozenActor)
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{
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// Frozen actor has been revealed
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if (!t.FrozenActor.Visible || !t.FrozenActor.IsValid)
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{
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// Original actor is still alive
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if (t.FrozenActor.Actor != null && t.FrozenActor.Actor.CanBeViewedByPlayer(viewer))
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return Target.FromActor(t.FrozenActor.Actor);
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// Original actor was killed while hidden
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return Target.Invalid;
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}
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}
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return t;
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}
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}
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}
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