99 lines
2.9 KiB
C#
99 lines
2.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class AttackMoveActivity : Activity
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{
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readonly Func<Activity> getInner;
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readonly bool isAssaultMove;
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AutoTarget autoTarget;
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AttackMove attackMove;
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int token = Actor.InvalidConditionToken;
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public AttackMoveActivity(Actor self, Func<Activity> getInner, bool assaultMoving = false)
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{
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this.getInner = getInner;
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autoTarget = self.TraitOrDefault<AutoTarget>();
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attackMove = self.TraitOrDefault<AttackMove>();
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isAssaultMove = assaultMoving;
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ChildHasPriority = false;
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}
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protected override void OnFirstRun(Actor self)
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{
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// Start moving.
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QueueChild(getInner());
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if (attackMove == null)
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return;
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if (isAssaultMove)
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token = self.GrantCondition(attackMove.Info.AssaultMoveCondition);
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else
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token = self.GrantCondition(attackMove.Info.AttackMoveCondition);
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}
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public override bool Tick(Actor self)
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{
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// We are not currently attacking a target, so scan for new targets.
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if (!IsCanceling && ChildActivity != null && ChildActivity.NextActivity == null && autoTarget != null)
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{
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// ScanForTarget already limits the scanning rate for performance so we don't need to do that here.
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var target = autoTarget.ScanForTarget(self, false, true);
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if (target.Type != TargetType.Invalid)
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{
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// We have found a target so cancel the current move activity and queue attack activities.
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ChildActivity.Cancel(self);
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var attackBases = autoTarget.ActiveAttackBases;
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foreach (var ab in attackBases)
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QueueChild(ab.GetAttackActivity(self, AttackSource.AttackMove, target, false, false));
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// Make sure to continue moving when the attack activities have finished.
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QueueChild(getInner());
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}
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}
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// The last queued childactivity is guaranteed to be the inner move, so if the childactivity
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// queue is empty it means we have reached our destination and there are no more enemies on our path.
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return TickChild(self);
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}
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protected override void OnLastRun(Actor self)
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{
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if (token != Actor.InvalidConditionToken)
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token = self.RevokeCondition(token);
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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if (ChildActivity != null)
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return ChildActivity.GetTargets(self);
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return Target.None;
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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foreach (var n in getInner().TargetLineNodes(self))
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yield return n;
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yield break;
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}
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}
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}
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