Files
OpenRA/OpenRA.Mods.Common/TargetExtensions.cs
RoosterDragon bcfa0c9ae9 Review StyleCop rules.
- Enforce SA1604 ElementDocumentationShouldHaveSummary.
- Enforce SA1629 DocumentationTextShouldEndWithAPeriod.
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2023-03-18 12:46:10 +02:00

91 lines
2.9 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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 OpenRA.Traits;
namespace OpenRA.Mods.Common
{
public static class TargetExtensions
{
/// <summary>
/// Update (Frozen)Actor targets to account for visibility changes or actor replacement.
/// If the target actor becomes hidden without a FrozenActor, the target is invalidated.
/// </summary>
public static Target RecalculateInvalidatingHiddenTargets(this Target t, Player viewer)
{
var updated = t.Recalculate(viewer, out var targetIsHiddenActor);
return targetIsHiddenActor ? Target.Invalid : updated;
}
/// <summary>
/// Update (Frozen)Actor targets to account for visibility changes or actor replacement.
/// If the target actor becomes hidden without a FrozenActor, the target actor is kept
/// and the actorHidden flag is set to true.
/// </summary>
public static Target Recalculate(this Target t, Player viewer, out bool targetIsHiddenActor)
{
targetIsHiddenActor = false;
// Check whether the target has transformed into something else
// HACK: This relies on knowing the internal implementation details of Target
if (t.Type == TargetType.Invalid && t.Actor != null && t.Actor.ReplacedByActor != null)
t = Target.FromActor(t.Actor.ReplacedByActor);
// Bot-controlled units aren't yet capable of understanding visibility changes
if (viewer.IsBot)
{
// Prevent that bot-controlled units endlessly fire at frozen actors.
// TODO: Teach the AI to support long range artillery units with units that provide line of sight
if (t.Type == TargetType.FrozenActor)
{
if (t.FrozenActor.Actor != null)
return Target.FromActor(t.FrozenActor.Actor);
// Original actor was killed
return Target.Invalid;
}
return t;
}
if (t.Type == TargetType.Actor)
{
// Actor has been hidden under the fog
if (!t.Actor.CanBeViewedByPlayer(viewer))
{
// Replace with FrozenActor if applicable, otherwise return target unmodified
var frozen = viewer.FrozenActorLayer.FromID(t.Actor.ActorID);
if (frozen != null)
return Target.FromFrozenActor(frozen);
targetIsHiddenActor = true;
return t;
}
}
else if (t.Type == TargetType.FrozenActor)
{
// Frozen actor has been revealed
if (!t.FrozenActor.Visible || !t.FrozenActor.IsValid)
{
// Original actor is still alive
if (t.FrozenActor.Actor != null && t.FrozenActor.Actor.CanBeViewedByPlayer(viewer))
return Target.FromActor(t.FrozenActor.Actor);
// Original actor was killed while hidden
return Target.Invalid;
}
}
return t;
}
}
}