Files
OpenRA/OpenRA.Mods.Common/Traits/Attack/AttackBase.cs
pevers 17fec82348 fixed taking over sam/pillbox/etc. to stop firing
fixed issue with powered down samsites

more optimization

very small optimization

undo changes to powerdown samsite fixes

refixed powered down sam sites

removed debug line

redid the fix in another approach by queueing a sell activity on the top of the queue. This was already present but didn't always work

fixed line I removed

prevented attack activity to be queued when actor is disabled

another style fail of me

reverse and queueactivity activities are now executed on top of the queue for a sell action
2015-03-04 18:13:33 +01:00

277 lines
7.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public abstract class AttackBaseInfo : ITraitInfo
{
[Desc("Armament names")]
public readonly string[] Armaments = { "primary", "secondary" };
public readonly string Cursor = "attack";
public readonly string OutsideRangeCursor = "attackoutsiderange";
[Desc("Does the attack type require the attacker to enter the target's cell?")]
public readonly bool AttackRequiresEnteringCell = false;
[Desc("Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.")]
public readonly bool IgnoresVisibility = false;
public abstract object Create(ActorInitializer init);
}
public abstract class AttackBase : IIssueOrder, IResolveOrder, IOrderVoice, ISync
{
[Sync] public bool IsAttacking { get; internal set; }
public IEnumerable<Armament> Armaments { get { return getArmaments(); } }
public readonly AttackBaseInfo Info;
protected Lazy<IFacing> facing;
protected Lazy<Building> building;
protected Lazy<IPositionable> positionable;
protected Func<IEnumerable<Armament>> getArmaments;
readonly Actor self;
public AttackBase(Actor self, AttackBaseInfo info)
{
this.self = self;
Info = info;
var armaments = Exts.Lazy(() => self.TraitsImplementing<Armament>()
.Where(a => info.Armaments.Contains(a.Info.Name)));
getArmaments = () => armaments.Value;
facing = Exts.Lazy(() => self.TraitOrDefault<IFacing>());
building = Exts.Lazy(() => self.TraitOrDefault<Building>());
positionable = Exts.Lazy(() => self.Trait<IPositionable>());
}
protected virtual bool CanAttack(Actor self, Target target)
{
if (!self.IsInWorld)
return false;
if (!HasAnyValidWeapons(target))
return false;
// Building is under construction or is being sold
if (building.Value != null && !building.Value.BuildComplete)
return false;
if (!target.IsValidFor(self))
return false;
if (Armaments.All(a => a.IsReloading))
return false;
if (self.IsDisabled())
return false;
return true;
}
public virtual void DoAttack(Actor self, Target target)
{
if (!CanAttack(self, target))
return;
foreach (var a in Armaments)
a.CheckFire(self, facing.Value, target);
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
var armament = Armaments.FirstOrDefault(a => a.Weapon.Warheads.Any(w => (w is DamageWarhead)));
if (armament == null)
yield break;
var negativeDamage = (armament.Weapon.Warheads.FirstOrDefault(w => (w is DamageWarhead)) as DamageWarhead).Damage < 0;
yield return new AttackOrderTargeter(this, "Attack", 6, negativeDamage);
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order is AttackOrderTargeter)
{
switch (target.Type)
{
case TargetType.Actor:
return new Order("Attack", self, queued) { TargetActor = target.Actor };
case TargetType.FrozenActor:
return new Order("Attack", self, queued) { ExtraData = target.FrozenActor.ID };
case TargetType.Terrain:
return new Order("Attack", self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
}
}
return null;
}
public virtual void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Attack")
{
var target = self.ResolveFrozenActorOrder(order, Color.Red);
if (!target.IsValidFor(self))
return;
self.SetTargetLine(target, Color.Red);
AttackTarget(target, order.Queued, true);
}
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "Attack" ? "Attack" : null;
}
public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
public bool HasAnyValidWeapons(Target t)
{
if (Info.AttackRequiresEnteringCell && !positionable.Value.CanEnterCell(t.Actor.Location, null, false))
return false;
return Armaments.Any(a => a.Weapon.IsValidAgainst(t, self.World, self));
}
public WRange GetMaximumRange()
{
return Armaments.Select(a => a.Weapon.Range).Append(WRange.Zero).Max();
}
public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.Weapon.IsValidAgainst(t, self.World, self)); }
public void AttackTarget(Target target, bool queued, bool allowMove)
{
if (self.IsDisabled())
return;
if (!target.IsValidFor(self))
return;
if (!queued)
self.CancelActivity();
self.QueueActivity(GetAttackActivity(self, target, allowMove));
}
public bool IsReachableTarget(Target target, bool allowMove)
{
return HasAnyValidWeapons(target)
&& (target.IsInRange(self.CenterPosition, GetMaximumRange()) || (allowMove && self.HasTrait<IMove>()));
}
class AttackOrderTargeter : IOrderTargeter
{
readonly bool negativeDamage;
readonly AttackBase ab;
public AttackOrderTargeter(AttackBase ab, string order, int priority, bool negativeDamage)
{
this.ab = ab;
this.OrderID = order;
this.OrderPriority = priority;
this.negativeDamage = negativeDamage;
}
public string OrderID { get; private set; }
public int OrderPriority { get; private set; }
bool CanTargetActor(Actor self, Target target, TargetModifiers modifiers, ref string cursor)
{
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
var a = ab.ChooseArmamentForTarget(target);
cursor = a != null && !target.IsInRange(self.CenterPosition, a.Weapon.Range)
? ab.Info.OutsideRangeCursor
: ab.Info.Cursor;
if (target.Type == TargetType.Actor && target.Actor == self)
return false;
if (!ab.HasAnyValidWeapons(target))
return false;
if (modifiers.HasModifier(TargetModifiers.ForceAttack))
return true;
if (modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
if (target.RequiresForceFire)
return false;
var targetableRelationship = negativeDamage ? Stance.Ally : Stance.Enemy;
var owner = target.Type == TargetType.FrozenActor ? target.FrozenActor.Owner : target.Actor.Owner;
return self.Owner.Stances[owner] == targetableRelationship;
}
bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, TargetModifiers modifiers, ref string cursor)
{
if (!self.World.Map.Contains(location))
return false;
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
cursor = ab.Info.Cursor;
if (negativeDamage)
return false;
if (!ab.HasAnyValidWeapons(Target.FromCell(self.World, location)))
return false;
if (modifiers.HasModifier(TargetModifiers.ForceAttack))
{
var maxRange = ab.GetMaximumRange().Range;
var targetRange = (self.World.Map.CenterOfCell(location) - self.CenterPosition).HorizontalLengthSquared;
if (targetRange > maxRange * maxRange)
cursor = ab.Info.OutsideRangeCursor;
return true;
}
return false;
}
public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
{
switch (target.Type)
{
case TargetType.Actor:
case TargetType.FrozenActor:
return CanTargetActor(self, target, modifiers, ref cursor);
case TargetType.Terrain:
return CanTargetLocation(self, self.World.Map.CellContaining(target.CenterPosition), othersAtTarget, modifiers, ref cursor);
default:
return false;
}
}
public bool IsQueued { get; protected set; }
}
}
}