Files
OpenRA/OpenRA.Mods.Common/Traits/AttackMove.cs
RoosterDragon c9b19ffe52 Prevent attack move crashing if selected actors die.
- Cancel attack move if all actors die.
- Command bar no longer shows available actions from any dead units.
2018-04-04 18:30:47 +02:00

195 lines
6.4 KiB
C#

#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.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Activities;
using OpenRA.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Provides access to the attack-move command, which will make the actor automatically engage viable targets while moving to the destination.")]
class AttackMoveInfo : ITraitInfo, Requires<IMoveInfo>
{
[VoiceReference] public readonly string Voice = "Action";
[GrantedConditionReference]
[Desc("The condition to grant to self while scanning for targets during an attack-move.")]
public readonly string AttackMoveScanCondition = null;
[GrantedConditionReference]
[Desc("The condition to grant to self while scanning for targets during an assault-move.")]
public readonly string AssaultMoveScanCondition = null;
[Desc("Can the actor be ordered to move in to shroud?")]
public readonly bool MoveIntoShroud = true;
public object Create(ActorInitializer init) { return new AttackMove(init.Self, this); }
}
class AttackMove : INotifyCreated, ITick, IResolveOrder, IOrderVoice, INotifyIdle, ISync
{
public readonly AttackMoveInfo Info;
[Sync] public CPos _targetLocation { get { return TargetLocation.HasValue ? TargetLocation.Value : CPos.Zero; } }
public CPos? TargetLocation = null;
readonly IMove move;
ConditionManager conditionManager;
int attackMoveToken = ConditionManager.InvalidConditionToken;
int assaultMoveToken = ConditionManager.InvalidConditionToken;
bool assaultMoving = false;
public AttackMove(Actor self, AttackMoveInfo info)
{
move = self.Trait<IMove>();
Info = info;
}
void INotifyCreated.Created(Actor self)
{
conditionManager = self.TraitOrDefault<ConditionManager>();
}
void ITick.Tick(Actor self)
{
if (conditionManager == null)
return;
var activity = self.CurrentActivity as AttackMoveActivity;
var attackActive = activity != null && !assaultMoving;
var assaultActive = activity != null && assaultMoving;
if (attackActive && attackMoveToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(Info.AttackMoveScanCondition))
attackMoveToken = conditionManager.GrantCondition(self, Info.AttackMoveScanCondition);
else if (!attackActive && attackMoveToken != ConditionManager.InvalidConditionToken)
attackMoveToken = conditionManager.RevokeCondition(self, attackMoveToken);
if (assaultActive && assaultMoveToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(Info.AssaultMoveScanCondition))
assaultMoveToken = conditionManager.GrantCondition(self, Info.AssaultMoveScanCondition);
else if (!assaultActive && assaultMoveToken != ConditionManager.InvalidConditionToken)
assaultMoveToken = conditionManager.RevokeCondition(self, assaultMoveToken);
}
string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
{
if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(order.TargetLocation))
return null;
if (order.OrderString == "AttackMove" || order.OrderString == "AssaultMove")
return Info.Voice;
return null;
}
void Activate(Actor self, bool assaultMove)
{
assaultMoving = assaultMove;
self.QueueActivity(new AttackMoveActivity(self, move.MoveTo(TargetLocation.Value, 1)));
}
void INotifyIdle.TickIdle(Actor self)
{
// This might cause the actor to be stuck if the target location is unreachable
if (TargetLocation.HasValue && self.Location != TargetLocation.Value)
Activate(self, assaultMoving);
}
public void ResolveOrder(Actor self, Order order)
{
TargetLocation = null;
if (order.OrderString == "AttackMove" || order.OrderString == "AssaultMove")
{
if (!order.Queued)
self.CancelActivity();
if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(order.TargetLocation))
return;
TargetLocation = move.NearestMoveableCell(order.TargetLocation);
self.SetTargetLine(Target.FromCell(self.World, TargetLocation.Value), Color.Red);
Activate(self, order.OrderString == "AssaultMove");
}
}
}
public class AttackMoveOrderGenerator : UnitOrderGenerator
{
readonly TraitPair<AttackMove>[] subjects;
readonly MouseButton expectedButton;
public AttackMoveOrderGenerator(IEnumerable<Actor> subjects, MouseButton button)
{
expectedButton = button;
this.subjects = subjects.Where(a => !a.IsDead)
.SelectMany(a => a.TraitsImplementing<AttackMove>()
.Select(am => new TraitPair<AttackMove>(a, am)))
.ToArray();
}
public override IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
if (mi.Button != expectedButton)
world.CancelInputMode();
return OrderInner(world, cell, mi);
}
protected virtual IEnumerable<Order> OrderInner(World world, CPos cell, MouseInput mi)
{
if (mi.Button == expectedButton)
{
world.CancelInputMode();
var queued = mi.Modifiers.HasModifier(Modifiers.Shift);
var orderName = mi.Modifiers.HasModifier(Modifiers.Ctrl) ? "AssaultMove" : "AttackMove";
// Cells outside the playable area should be clamped to the edge for consistency with move orders
cell = world.Map.Clamp(cell);
foreach (var s in subjects)
yield return new Order(orderName, s.Actor, Target.FromCell(world, cell), queued);
}
}
public override void Tick(World world)
{
if (subjects.All(s => s.Actor.IsDead))
world.CancelInputMode();
}
public override string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
var prefix = mi.Modifiers.HasModifier(Modifiers.Ctrl) ? "assaultmove" : "attackmove";
if (world.Map.Contains(cell))
{
var explored = subjects.First().Actor.Owner.Shroud.IsExplored(cell);
var blocked = !explored && subjects.Any(a => !a.Trait.Info.MoveIntoShroud);
return blocked ? prefix + "-blocked" : prefix;
}
return prefix + "-blocked";
}
public override bool InputOverridesSelection(WorldRenderer wr, World world, int2 xy, MouseInput mi)
{
// Custom order generators always override selection
return true;
}
}
}