The currentTarget parameter is null at the only call site. Inlining it allows us to make some simplifications to the logic.
224 lines
7.1 KiB
C#
224 lines
7.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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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>, UsesInit<StanceInit>
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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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[Desc("Possible values are HoldFire, ReturnFire, Defend and AttackAnything.",
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"Used for computer-controlled players, both Lua-scripted and regular Skirmish AI alike.")]
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public readonly UnitStance InitialStanceAI = UnitStance.AttackAnything;
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[Desc("Possible values are HoldFire, ReturnFire, Defend and AttackAnything. Used for human players.")]
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public readonly UnitStance InitialStance = UnitStance.Defend;
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[Desc("Allow the player to change the unit stance.")]
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public readonly bool EnableStances = true;
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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 readonly bool TargetWhenIdle = true;
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public readonly bool TargetWhenDamaged = true;
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public object Create(ActorInitializer init) { return new AutoTarget(init, 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 AttackFollow at;
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[Sync] int nextScanTime = 0;
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public UnitStance Stance;
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[Sync] public Actor Aggressor;
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[Sync] public Actor TargetedActor;
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// NOT SYNCED: do not refer to this anywhere other than UI code
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public UnitStance PredictedStance;
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public AutoTarget(ActorInitializer init, AutoTargetInfo info)
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{
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var self = init.Self;
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this.info = info;
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attack = self.Trait<AttackBase>();
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if (init.Contains<StanceInit>())
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Stance = init.Get<StanceInit, UnitStance>();
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else
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Stance = self.Owner.IsBot || !self.Owner.Playable ? info.InitialStanceAI : info.InitialStance;
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PredictedStance = Stance;
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at = self.TraitOrDefault<AttackFollow>();
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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" && info.EnableStances)
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Stance = (UnitStance)order.ExtraData;
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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 || !info.TargetWhenDamaged)
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return;
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var attacker = e.Attacker;
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if (attacker.Disposed || Stance < UnitStance.ReturnFire)
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return;
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if (!attacker.IsInWorld && !attacker.Disposed)
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{
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// If the aggressor is in a transport, then attack the transport instead
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var passenger = attacker.TraitOrDefault<Passenger>();
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if (passenger != null && passenger.Transport != null)
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attacker = passenger.Transport;
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}
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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(attacker)))
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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 (attacker.AppearsFriendlyTo(self))
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return;
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// don't retaliate against healers
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if (e.Damage < 0)
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return;
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Aggressor = attacker;
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var allowMove = info.AllowMovement && Stance != UnitStance.Defend;
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if (at == null || !at.IsReachableTarget(at.Target, allowMove))
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Attack(self, Aggressor, allowMove);
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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 || !info.TargetWhenIdle)
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return;
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var allowMove = info.AllowMovement && Stance != UnitStance.Defend;
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if (at == null || !at.IsReachableTarget(at.Target, allowMove))
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ScanAndAttack(self, allowMove);
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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, bool allowMove)
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{
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if (nextScanTime <= 0)
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{
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nextScanTime = self.World.SharedRandom.Next(info.MinimumScanTimeInterval, info.MaximumScanTimeInterval);
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var range = info.ScanRadius > 0 ? WDist.FromCells(info.ScanRadius) : attack.GetMaximumRange();
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return ChooseTarget(self, range, allowMove);
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}
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return null;
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}
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public void ScanAndAttack(Actor self, bool allowMove)
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{
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var targetActor = ScanForTarget(self, allowMove);
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if (targetActor != null)
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Attack(self, targetActor, allowMove);
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}
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void Attack(Actor self, Actor targetActor, bool allowMove)
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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, allowMove);
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}
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Actor ChooseTarget(Actor self, WDist range, bool allowMove)
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{
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var inRange = self.World.FindActorsInCircle(self.CenterPosition, range)
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.Where(a =>
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!a.TraitsImplementing<IPreventsAutoTarget>().Any(t => t.PreventsAutoTarget(a, self)));
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// Armaments are enumerated in attack.Armaments in construct order
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// When autotargeting, first choose targets according to the used armament construct order
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// And then according to distance from actor
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// This enables preferential treatment of certain armaments
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// (e.g. tesla trooper's tesla zap should have precedence over tesla charge)
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var actorByArmament = inRange
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// Select only the first compatible armament for each actor: if this actor is selected
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// it will be thanks to the first armament anyways, since that is the first selection
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// criterion
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.Select(a =>
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{
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var target = Target.FromActor(a);
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return new KeyValuePair<Armament, Actor>(
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attack.ChooseArmamentsForTarget(target, false)
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.FirstOrDefault(arm => allowMove
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|| (target.IsInRange(self.CenterPosition, arm.MaxRange())
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&& !target.IsInRange(self.CenterPosition, arm.Weapon.MinRange))), a);
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})
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.Where(kv => kv.Key != null && self.Owner.CanTargetActor(kv.Value))
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.GroupBy(kv => kv.Key, kv => kv.Value)
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.ToDictionary(kv => kv.Key, kv => kv.ClosestTo(self));
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foreach (var arm in attack.Armaments)
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{
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Actor actor;
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if (actorByArmament.TryGetValue(arm, out actor))
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return actor;
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}
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return null;
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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 : IPreventsAutoTarget
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{
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public bool PreventsAutoTarget(Actor self, Actor attacker)
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{
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return true;
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}
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}
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public class StanceInit : IActorInit<UnitStance>
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{
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[FieldFromYamlKey] readonly UnitStance value = UnitStance.AttackAnything;
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public StanceInit() { }
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public StanceInit(UnitStance init) { value = init; }
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public UnitStance Value(World world) { return value; }
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}
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}
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