155 lines
4.8 KiB
C#
155 lines
4.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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using System.Drawing;
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using System.Linq;
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namespace OpenRA.Mods.RA
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{
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[Desc("The actor will automatically engage the enemy when it is in range.")]
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public class AutoTargetInfo : ITraitInfo, Requires<AttackBaseInfo>
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{
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[Desc("It will try to hunt down the enemy if it is not set to defend.")]
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public readonly bool AllowMovement = true;
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[Desc("Set to a value >1 to override weapons maximum range for this.")]
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public readonly int ScanRadius = -1;
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public readonly UnitStance InitialStance = UnitStance.AttackAnything;
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[Desc("Ticks to wait until next AutoTarget: attempt.")]
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public readonly int MinimumScanTimeInterval = 3;
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[Desc("Ticks to wait until next AutoTarget: attempt.")]
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public readonly int MaximumScanTimeInterval = 8;
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public object Create(ActorInitializer init) { return new AutoTarget(init.self, this); }
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}
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public enum UnitStance { HoldFire, ReturnFire, Defend, AttackAnything };
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public class AutoTarget : INotifyIdle, INotifyDamage, ITick, IResolveOrder, ISync
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{
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readonly AutoTargetInfo Info;
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readonly AttackBase attack;
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readonly AttackTurreted at;
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[Sync] public int nextScanTime = 0;
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public UnitStance stance;
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[Sync] public int stanceNumber { get { return (int)stance; } }
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public UnitStance predictedStance; /* NOT SYNCED: do not refer to this anywhere other than UI code */
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[Sync] public Actor Aggressor;
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[Sync] public Actor TargetedActor;
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public AutoTarget(Actor self, AutoTargetInfo info)
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{
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Info = info;
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attack = self.Trait<AttackBase>();
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stance = Info.InitialStance;
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predictedStance = stance;
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at = self.TraitOrDefault<AttackTurreted>();
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "SetUnitStance")
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stance = (UnitStance)order.TargetLocation.X;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (!self.IsIdle) return;
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if (e.Attacker.Destroyed) return;
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if (stance < UnitStance.ReturnFire) return;
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// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
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if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return;
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// don't retaliate against own units force-firing on us. it's usually not what the player wanted.
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if (e.Attacker.AppearsFriendlyTo(self)) return;
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if (e.Damage < 0) return; // don't retaliate against healers
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Aggressor = e.Attacker;
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if (at == null || !at.IsReachableTarget(at.Target, Info.AllowMovement && stance != UnitStance.Defend))
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Attack(self, e.Attacker);
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}
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public void TickIdle(Actor self)
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{
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if (stance < UnitStance.Defend) return;
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if (at == null || !at.IsReachableTarget(at.Target, Info.AllowMovement && stance != UnitStance.Defend))
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ScanAndAttack(self);
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}
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public void Tick(Actor self)
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{
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if (nextScanTime > 0)
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--nextScanTime;
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}
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public Actor ScanForTarget(Actor self, Actor currentTarget)
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{
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var range = Info.ScanRadius > 0 ? WRange.FromCells(Info.ScanRadius) : attack.GetMaximumRange();
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if (self.IsIdle || currentTarget == null || !Target.FromActor(currentTarget).IsInRange(self.CenterPosition, range))
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if (nextScanTime <= 0)
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return ChooseTarget(self, range);
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return currentTarget;
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}
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public void ScanAndAttack(Actor self)
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{
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var targetActor = ScanForTarget(self, null);
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if (targetActor != null)
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Attack(self, targetActor);
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}
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void Attack(Actor self, Actor targetActor)
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{
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TargetedActor = targetActor;
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var target = Target.FromActor(targetActor);
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self.SetTargetLine(target, Color.Red, false);
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attack.AttackTarget(target, false, Info.AllowMovement && stance != UnitStance.Defend);
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}
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Actor ChooseTarget(Actor self, WRange range)
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{
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nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval);
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var inRange = self.World.FindActorsInCircle(self.CenterPosition, range);
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if (self.Owner.HasFogVisibility())
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{
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return inRange
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.Where(a => a.AppearsHostileTo(self))
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.Where(a => !a.HasTrait<AutoTargetIgnore>())
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.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
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.ClosestTo(self);
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}
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else
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{
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return inRange
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.Where(a => a.AppearsHostileTo(self))
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.Where(a => !a.HasTrait<AutoTargetIgnore>())
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.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
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.Where(a => self.Owner.Shroud.IsTargetable(a))
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.ClosestTo(self);
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}
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}
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}
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[Desc("Will not get automatically targeted by enemy (like walls)")]
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class AutoTargetIgnoreInfo : TraitInfo<AutoTargetIgnore> { }
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class AutoTargetIgnore { }
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}
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