Files
OpenRA/OpenRA.Mods.Cnc/Activities/LeapAttack.cs
2022-04-01 23:30:26 +02:00

170 lines
5.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Cnc.Traits;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Activities
{
public class LeapAttack : Activity, IActivityNotifyStanceChanged
{
readonly AttackLeapInfo info;
readonly AttackLeap attack;
readonly Mobile mobile;
readonly bool allowMovement;
readonly bool forceAttack;
readonly Color? targetLineColor;
Target target;
Target lastVisibleTarget;
bool useLastVisibleTarget;
WDist lastVisibleMinRange;
WDist lastVisibleMaxRange;
BitSet<TargetableType> lastVisibleTargetTypes;
Player lastVisibleOwner;
public LeapAttack(Actor self, in Target target, bool allowMovement, bool forceAttack, AttackLeap attack, AttackLeapInfo info, Color? targetLineColor = null)
{
this.target = target;
this.targetLineColor = targetLineColor;
this.info = info;
this.attack = attack;
this.allowMovement = allowMovement;
this.forceAttack = forceAttack;
mobile = self.Trait<Mobile>();
// 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);
lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
if (target.Type == TargetType.Actor)
{
lastVisibleOwner = target.Actor.Owner;
lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
}
else if (target.Type == TargetType.FrozenActor)
{
lastVisibleOwner = target.FrozenActor.Owner;
lastVisibleTargetTypes = target.FrozenActor.TargetTypes;
}
}
}
protected override void OnFirstRun(Actor self)
{
attack.IsAiming = true;
}
public override bool Tick(Actor self)
{
if (IsCanceling)
return true;
target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
{
lastVisibleTarget = Target.FromTargetPositions(target);
lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
lastVisibleOwner = target.Actor.Owner;
lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
}
useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
// Target is hidden or dead, and we don't have a fallback position to move towards
if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
return true;
var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
if (!checkTarget.IsInRange(pos, lastVisibleMaxRange) || checkTarget.IsInRange(pos, lastVisibleMinRange))
{
if (!allowMovement || lastVisibleMaxRange == WDist.Zero || lastVisibleMaxRange < lastVisibleMinRange)
return true;
QueueChild(mobile.MoveWithinRange(target, lastVisibleMinRange, lastVisibleMaxRange, checkTarget.CenterPosition, Color.Red));
return false;
}
// Ready to leap, but target isn't visible
if (targetIsHiddenActor || target.Type != TargetType.Actor)
return true;
// Target is not valid
if (!target.IsValidFor(self) || !attack.HasAnyValidWeapons(target))
return true;
var edible = target.Actor.TraitOrDefault<EdibleByLeap>();
if (edible == null || !edible.CanLeap(self))
return true;
// Can't leap yet
if (attack.Armaments.All(a => a.IsReloading))
return false;
// Use CenterOfSubCell with ToSubCell instead of target.Centerposition
// to avoid continuous facing adjustments as the target moves
var targetMobile = target.Actor.TraitOrDefault<Mobile>();
var targetSubcell = targetMobile != null ? targetMobile.ToSubCell : SubCell.Any;
var destination = self.World.Map.CenterOfSubCell(target.Actor.Location, targetSubcell);
var origin = self.World.Map.CenterOfSubCell(self.Location, mobile.FromSubCell);
var desiredFacing = (destination - origin).Yaw;
if (mobile.Facing != desiredFacing)
{
QueueChild(new Turn(self, desiredFacing));
return false;
}
QueueChild(new Leap(target, mobile, targetMobile, info.Speed.Length, attack, edible));
// Re-queue the child activities to kill the target if it didn't die in one go
return false;
}
protected override void OnLastRun(Actor self)
{
attack.IsAiming = false;
}
void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance)
{
// Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting
if (newStance > oldStance || forceAttack)
return;
// If lastVisibleTarget is invalid we could never view the target in the first place, so we just drop it here too
if (!lastVisibleTarget.IsValidFor(self) || !autoTarget.HasValidTargetPriority(self, lastVisibleOwner, lastVisibleTargetTypes))
target = Target.Invalid;
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (targetLineColor != null)
yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
}
}
}