Files
OpenRA/OpenRA.Mods.Common/Activities/Air/FlyAttack.cs
2020-11-06 22:02:24 +01:00

293 lines
10 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class FlyAttack : Activity, IActivityNotifyStanceChanged
{
readonly Aircraft aircraft;
readonly AttackAircraft attackAircraft;
readonly Rearmable rearmable;
readonly AttackSource source;
readonly bool forceAttack;
readonly Color? targetLineColor;
readonly WDist strafeDistance;
Target target;
Target lastVisibleTarget;
WDist lastVisibleMaximumRange;
BitSet<TargetableType> lastVisibleTargetTypes;
Player lastVisibleOwner;
bool useLastVisibleTarget;
bool hasTicked;
bool returnToBase;
public FlyAttack(Actor self, AttackSource source, in Target target, bool forceAttack, Color? targetLineColor)
{
this.source = source;
this.target = target;
this.forceAttack = forceAttack;
this.targetLineColor = targetLineColor;
aircraft = self.Trait<Aircraft>();
attackAircraft = self.Trait<AttackAircraft>();
rearmable = self.TraitOrDefault<Rearmable>();
strafeDistance = attackAircraft.Info.StrafeRunLength;
// 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);
lastVisibleMaximumRange = attackAircraft.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;
}
}
}
public override bool Tick(Actor self)
{
returnToBase = false;
// Refuse to take off if it would land immediately again.
if (aircraft.ForceLanding)
Cancel(self);
if (IsCanceling)
return true;
// Check that AttackFollow hasn't cancelled the target by modifying attack.Target
// Having both this and AttackFollow modify that field is a horrible hack.
if (hasTicked && attackAircraft.RequestedTarget.Type == TargetType.Invalid)
return true;
if (attackAircraft.IsTraitPaused)
return false;
target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
attackAircraft.SetRequestedTarget(self, target, forceAttack);
hasTicked = true;
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
{
lastVisibleTarget = Target.FromTargetPositions(target);
lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target);
lastVisibleOwner = target.Actor.Owner;
lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
}
// The target may become hidden in the same tick the FlyAttack constructor is called,
// causing lastVisible* to remain uninitialized.
// Fix the fallback values based on the frozen actor properties
else if (target.Type == TargetType.FrozenActor && !lastVisibleTarget.IsValidFor(self))
{
lastVisibleTarget = Target.FromTargetPositions(target);
lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target);
lastVisibleOwner = target.FrozenActor.Owner;
lastVisibleTargetTypes = target.FrozenActor.TargetTypes;
}
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;
// If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload
// and resume the activity after reloading if AbortOnResupply is set to 'false'
if (rearmable != null && !useLastVisibleTarget && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
{
// Attack moves never resupply
if (source == AttackSource.AttackMove)
return true;
// AbortOnResupply cancels the current activity (after resupplying) plus any queued activities
if (attackAircraft.Info.AbortOnResupply)
NextActivity?.Cancel(self);
QueueChild(new ReturnToBase(self));
returnToBase = true;
return attackAircraft.Info.AbortOnResupply;
}
var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
// We don't know where the target actually is, so move to where we last saw it
if (useLastVisibleTarget)
{
// We've reached the assumed position but it is not there - give up
if (checkTarget.IsInRange(pos, lastVisibleMaximumRange))
return true;
// Fly towards the last known position
QueueChild(new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red));
return false;
}
var delta = attackAircraft.GetTargetPosition(pos, target) - pos;
var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw : aircraft.Facing;
QueueChild(new TakeOff(self));
var minimumRange = attackAircraft.Info.AttackType == AirAttackType.Strafe ? WDist.Zero : attackAircraft.GetMinimumRangeVersusTarget(target);
// Move into range of the target.
if (!target.IsInRange(pos, lastVisibleMaximumRange) || target.IsInRange(pos, minimumRange))
QueueChild(aircraft.MoveWithinRange(target, minimumRange, lastVisibleMaximumRange, target.CenterPosition, Color.Red));
// The aircraft must keep moving forward even if it is already in an ideal position.
else if (attackAircraft.Info.AttackType == AirAttackType.Strafe)
QueueChild(new StrafeAttackRun(self, attackAircraft, target, strafeDistance != WDist.Zero ? strafeDistance : lastVisibleMaximumRange));
else if (attackAircraft.Info.AttackType == AirAttackType.Default && !aircraft.Info.CanHover)
QueueChild(new FlyAttackRun(self, target, lastVisibleMaximumRange));
// Turn to face the target if required.
else if (!attackAircraft.TargetInFiringArc(self, target, 4 * attackAircraft.Info.FacingTolerance))
aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.TurnSpeed);
return false;
}
protected override void OnLastRun(Actor self)
{
// Cancel the requested target, but keep firing on it while in range
attackAircraft.ClearRequestedTarget();
}
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))
attackAircraft.ClearRequestedTarget();
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (targetLineColor != null)
{
if (returnToBase)
foreach (var n in ChildActivity.TargetLineNodes(self))
yield return n;
if (!returnToBase || !attackAircraft.Info.AbortOnResupply)
yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
}
}
}
class FlyAttackRun : Activity
{
Target target;
WDist exitRange;
bool targetIsVisibleActor;
public FlyAttackRun(Actor self, in Target t, WDist exitRange)
{
ChildHasPriority = false;
target = t;
this.exitRange = exitRange;
}
protected override void OnFirstRun(Actor self)
{
// The target may have died while this activity was queued
if (target.IsValidFor(self))
{
QueueChild(new Fly(self, target, target.CenterPosition));
QueueChild(new Fly(self, target, exitRange, WDist.MaxValue, target.CenterPosition));
}
else
Cancel(self);
}
public override bool Tick(Actor self)
{
if (TickChild(self) || IsCanceling)
return true;
// Cancel the run if the target become invalid (e.g. killed) while visible
var targetWasVisibleActor = targetIsVisibleActor;
target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
targetIsVisibleActor = target.Type == TargetType.Actor && !targetIsHiddenActor;
if (targetWasVisibleActor && !target.IsValidFor(self))
Cancel(self);
return false;
}
}
class StrafeAttackRun : Activity
{
Target target;
WDist exitRange;
readonly AttackAircraft attackAircraft;
public StrafeAttackRun(Actor self, AttackAircraft attackAircraft, in Target t, WDist exitRange)
{
ChildHasPriority = false;
target = t;
this.attackAircraft = attackAircraft;
this.exitRange = exitRange;
}
protected override void OnFirstRun(Actor self)
{
// The target may have died while this activity was queued
if (target.IsValidFor(self))
{
QueueChild(new Fly(self, target, target.CenterPosition));
QueueChild(new Fly(self, target, exitRange, WDist.MaxValue, target.CenterPosition));
}
else
Cancel(self);
}
public override bool Tick(Actor self)
{
if (TickChild(self) || IsCanceling)
return true;
// Strafe attacks target the ground below the original target
// Update the position if we seen the target move; keep the previous one if it dies or disappears
target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
attackAircraft.SetRequestedTarget(self, Target.FromTargetPositions(target), true);
return false;
}
}
}