Files
OpenRA/OpenRA.Mods.Common/Traits/Attack/AttackFollow.cs
RoosterDragon 360f24f609 Fix IDE0055
This rule no longer appears to be buggy, so enforce it. Some of the automated fixes are adjusted in order to improve the result. #pragma directives have no option to control indentation, so remove them where possible.
2023-11-16 08:45:10 +02:00

445 lines
16 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Actor will follow units until in range to attack them.")]
public class AttackFollowInfo : AttackBaseInfo
{
[Desc("Automatically acquire and fire on targets of opportunity when not actively attacking.")]
public readonly bool OpportunityFire = true;
[Desc("Keep firing on targets even after attack order is cancelled")]
public readonly bool PersistentTargeting = true;
[Desc("Range to stay away from min and max ranges to give some leeway if the target starts moving.")]
public readonly WDist RangeMargin = WDist.FromCells(1);
[Desc("Does this actor cancel its attack activity when it needs to resupply? Setting this to 'false' will make the actor resume attack after reloading.")]
public readonly bool AbortOnResupply = true;
public override object Create(ActorInitializer init) { return new AttackFollow(init.Self, this); }
}
public class AttackFollow : AttackBase, INotifyOwnerChanged, IOverrideAutoTarget, INotifyStanceChanged
{
public new readonly AttackFollowInfo Info;
public Target RequestedTarget { get; private set; }
public Target OpportunityTarget { get; private set; }
Mobile mobile;
AutoTarget autoTarget;
bool requestedForceAttack;
Activity requestedTargetPresetForActivity;
bool opportunityForceAttack;
bool opportunityTargetIsPersistentTarget;
public void SetRequestedTarget(in Target target, bool isForceAttack = false, Activity requestedTargetPreset = null)
{
RequestedTarget = target;
requestedForceAttack = isForceAttack;
requestedTargetPresetForActivity = requestedTargetPreset;
}
public void ClearRequestedTarget()
{
if (Info.PersistentTargeting)
{
OpportunityTarget = RequestedTarget;
opportunityForceAttack = requestedForceAttack;
opportunityTargetIsPersistentTarget = true;
}
RequestedTarget = Target.Invalid;
requestedTargetPresetForActivity = null;
}
public AttackFollow(Actor self, AttackFollowInfo info)
: base(self, info)
{
Info = info;
}
protected override void Created(Actor self)
{
mobile = self.TraitOrDefault<Mobile>();
autoTarget = self.TraitOrDefault<AutoTarget>();
base.Created(self);
}
protected bool CanAimAtTarget(Actor self, in Target target, bool forceAttack)
{
if (target.Type == TargetType.Actor && !target.Actor.CanBeViewedByPlayer(self.Owner))
return false;
if (target.Type == TargetType.FrozenActor && !target.FrozenActor.IsValid)
return false;
var pos = self.CenterPosition;
var armaments = ChooseArmamentsForTarget(target, forceAttack);
foreach (var a in armaments)
if (target.IsInRange(pos, a.MaxRange()) &&
(a.Weapon.MinRange == WDist.Zero || !target.IsInRange(pos, a.Weapon.MinRange)) &&
TargetInFiringArc(self, target, Info.FacingTolerance))
return true;
return false;
}
protected override void Tick(Actor self)
{
if (IsTraitDisabled)
{
RequestedTarget = OpportunityTarget = Target.Invalid;
opportunityTargetIsPersistentTarget = false;
}
if (requestedTargetPresetForActivity != null)
{
// RequestedTarget was set by OnQueueAttackActivity in preparation for a queued activity
// requestedTargetPresetForActivity will be cleared once the activity starts running and calls UpdateRequestedTarget
if (self.CurrentActivity != null && self.CurrentActivity.NextActivity == requestedTargetPresetForActivity)
{
RequestedTarget = RequestedTarget.Recalculate(self.Owner, out _);
}
// Requested activity has been canceled
else
ClearRequestedTarget();
}
// Can't fire on anything
if (mobile != null && !mobile.CanInteractWithGroundLayer(self))
return;
if (RequestedTarget.IsValidFor(self))
{
IsAiming = CanAimAtTarget(self, RequestedTarget, requestedForceAttack);
if (IsAiming)
DoAttack(self, RequestedTarget);
}
else
{
IsAiming = false;
if (OpportunityTarget.IsValidFor(self))
IsAiming = CanAimAtTarget(self, OpportunityTarget, opportunityForceAttack);
if (!IsAiming && Info.OpportunityFire && autoTarget != null &&
!autoTarget.IsTraitDisabled && autoTarget.Stance >= UnitStance.Defend)
{
OpportunityTarget = autoTarget.ScanForTarget(self, false, false);
opportunityForceAttack = false;
opportunityTargetIsPersistentTarget = false;
if (OpportunityTarget.IsValidFor(self))
IsAiming = CanAimAtTarget(self, OpportunityTarget, opportunityForceAttack);
}
if (IsAiming)
DoAttack(self, OpportunityTarget);
}
base.Tick(self);
}
public override Activity GetAttackActivity(Actor self, AttackSource source, in Target newTarget, bool allowMove, bool forceAttack, Color? targetLineColor = null)
{
// HACK: Manually set force attacking if we persisted an opportunity target that required force attacking
if (opportunityTargetIsPersistentTarget && opportunityForceAttack && newTarget == OpportunityTarget)
forceAttack = true;
return new AttackActivity(self, source, newTarget, allowMove, forceAttack, targetLineColor);
}
public override void OnResolveAttackOrder(Actor self, Activity activity, in Target target, bool queued, bool forceAttack)
{
// We can improve responsiveness for turreted actors by preempting
// the last order (usually a move) and setting the target immediately
if (!queued)
SetRequestedTarget(target, forceAttack, activity);
}
public override void OnStopOrder(Actor self)
{
RequestedTarget = OpportunityTarget = Target.Invalid;
opportunityTargetIsPersistentTarget = false;
base.OnStopOrder(self);
}
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
RequestedTarget = OpportunityTarget = Target.Invalid;
opportunityTargetIsPersistentTarget = false;
}
bool IOverrideAutoTarget.TryGetAutoTargetOverride(Actor self, out Target target)
{
if (RequestedTarget.Type != TargetType.Invalid)
{
target = RequestedTarget;
return true;
}
if (opportunityTargetIsPersistentTarget && OpportunityTarget.Type != TargetType.Invalid)
{
target = OpportunityTarget;
return true;
}
target = Target.Invalid;
return false;
}
void INotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance)
{
// Cancel opportunity targets when switching to a more restrictive stance if they are no longer valid for auto-targeting
if (newStance > oldStance || opportunityForceAttack)
return;
if (OpportunityTarget.Type == TargetType.Actor)
{
var a = OpportunityTarget.Actor;
if (!autoTarget.HasValidTargetPriority(self, a.Owner, a.GetEnabledTargetTypes()))
OpportunityTarget = Target.Invalid;
}
else if (OpportunityTarget.Type == TargetType.FrozenActor)
{
var fa = OpportunityTarget.FrozenActor;
if (!autoTarget.HasValidTargetPriority(self, fa.Owner, fa.TargetTypes))
OpportunityTarget = Target.Invalid;
}
}
sealed class AttackActivity : Activity, IActivityNotifyStanceChanged
{
readonly AttackFollow attack;
readonly RevealsShroud[] revealsShroud;
readonly IMove move;
readonly bool forceAttack;
readonly Color? targetLineColor;
readonly Rearmable rearmable;
readonly AttackSource source;
readonly bool isAircraft;
Target target;
Target lastVisibleTarget;
bool useLastVisibleTarget;
WDist lastVisibleMaximumRange;
WDist lastVisibleMinimumRange;
BitSet<TargetableType> lastVisibleTargetTypes;
Player lastVisibleOwner;
bool wasMovingWithinRange;
bool hasTicked;
bool returnToBase = false;
public AttackActivity(Actor self, AttackSource source, in Target target, bool allowMove, bool forceAttack, Color? targetLineColor = null)
{
attack = self.Trait<AttackFollow>();
move = allowMove ? self.TraitOrDefault<IMove>() : null;
revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
rearmable = self.TraitOrDefault<Rearmable>();
this.target = target;
this.forceAttack = forceAttack;
this.targetLineColor = targetLineColor;
this.source = source;
isAircraft = self.Info.HasTraitInfo<AircraftInfo>();
// 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 = attack.GetMaximumRangeVersusTarget(target);
lastVisibleMinimumRange = attack.GetMinimumRangeVersusTarget(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;
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 && attack.RequestedTarget.Type == TargetType.Invalid)
return true;
if (attack.IsTraitPaused)
return false;
target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
attack.SetRequestedTarget(target, forceAttack);
hasTicked = true;
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
{
lastVisibleTarget = Target.FromTargetPositions(target);
lastVisibleMaximumRange = attack.GetMaximumRangeVersusTarget(target);
lastVisibleMinimumRange = attack.GetMinimumRange();
lastVisibleOwner = target.Actor.Owner;
lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
var leeway = attack.Info.RangeMargin.Length;
if (leeway != 0 && move != null && target.Actor.Info.HasTraitInfo<IMoveInfo>())
{
var preferMinRange = Math.Min(lastVisibleMinimumRange.Length + leeway, lastVisibleMaximumRange.Length);
var preferMaxRange = Math.Max(lastVisibleMaximumRange.Length - leeway, lastVisibleMinimumRange.Length);
lastVisibleMaximumRange = new WDist((lastVisibleMaximumRange.Length - leeway).Clamp(preferMinRange, preferMaxRange));
}
}
// The target may become hidden in the same tick the AttackActivity 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 = attack.GetMaximumRangeVersusTarget(target);
lastVisibleOwner = target.FrozenActor.Owner;
lastVisibleTargetTypes = target.FrozenActor.TargetTypes;
}
var maxRange = lastVisibleMaximumRange;
var minRange = lastVisibleMinimumRange;
useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
// Most actors want to be able to see their target before shooting
if (target.Type == TargetType.FrozenActor && !attack.Info.TargetFrozenActors && !forceAttack)
{
var rs = revealsShroud
.Where(t => !t.IsTraitDisabled)
.MaxByOrDefault(s => s.Range);
// Default to 2 cells if there are no active traits
var sightRange = rs != null ? rs.Range : WDist.FromCells(2);
if (sightRange < maxRange)
maxRange = sightRange;
}
// If we are ticking again after previously sequencing a MoveWithRange then that move must have completed
// Either we are in range and can see the target, or we've lost track of it and should give up
if (wasMovingWithinRange && targetIsHiddenActor)
return true;
// 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 && attack.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 (attack.Info.AbortOnResupply)
NextActivity?.Cancel(self);
if (isAircraft)
QueueChild(new ReturnToBase(self));
else
{
var target = self.World.ActorsHavingTrait<Reservable>()
.Where(a => !a.IsDead && a.IsInWorld
&& a.Owner.IsAlliedWith(self.Owner) &&
rearmable.Info.RearmActors.Contains(a.Info.Name))
.OrderBy(a => a.Owner == self.Owner ? 0 : 1)
.ThenBy(p => (self.Location - p.Location).LengthSquared)
.FirstOrDefault();
if (target != null)
QueueChild(new Resupply(self, target, new WDist(512)));
}
returnToBase = true;
return attack.Info.AbortOnResupply;
}
var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
// We've reached the required range - if the target is visible and valid then we wait
// otherwise if it is hidden or dead we give up
if (checkTarget.IsInRange(pos, maxRange) && !checkTarget.IsInRange(pos, minRange))
{
if (useLastVisibleTarget)
return true;
return false;
}
// We can't move into range, so give up
if (move == null || maxRange == WDist.Zero || maxRange < minRange)
return true;
wasMovingWithinRange = true;
QueueChild(move.MoveWithinRange(target, minRange, maxRange, checkTarget.CenterPosition));
return false;
}
protected override void OnLastRun(Actor self)
{
// Cancel the requested target, but keep firing on it while in range
attack.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))
attack.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 || !attack.Info.AbortOnResupply)
yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
}
}
}
}
}