Files
OpenRA/OpenRA.Mods.Common/Activities/Attack.cs
2018-01-17 00:47:34 +01:00

138 lines
4.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
/* non-turreted attack */
public class Attack : Activity
{
[Flags]
protected enum AttackStatus { UnableToAttack, NeedsToTurn, NeedsToMove, Attacking }
protected readonly Target Target;
readonly AttackBase[] attackTraits;
readonly IMove move;
readonly IFacing facing;
readonly IPositionable positionable;
readonly bool forceAttack;
readonly int facingTolerance;
WDist minRange;
WDist maxRange;
Activity turnActivity;
Activity moveActivity;
AttackStatus attackStatus = AttackStatus.UnableToAttack;
public Attack(Actor self, Target target, bool allowMovement, bool forceAttack, int facingTolerance)
{
Target = target;
this.forceAttack = forceAttack;
this.facingTolerance = facingTolerance;
attackTraits = self.TraitsImplementing<AttackBase>().ToArray();
facing = self.Trait<IFacing>();
positionable = self.Trait<IPositionable>();
move = allowMovement ? self.TraitOrDefault<IMove>() : null;
}
public override Activity Tick(Actor self)
{
turnActivity = moveActivity = null;
attackStatus = AttackStatus.UnableToAttack;
foreach (var attack in attackTraits.Where(x => !x.IsTraitDisabled))
{
var status = TickAttack(self, attack);
attack.IsAiming = status == AttackStatus.Attacking || status == AttackStatus.NeedsToTurn;
}
if (attackStatus.HasFlag(AttackStatus.Attacking))
return this;
if (attackStatus.HasFlag(AttackStatus.NeedsToTurn))
return turnActivity;
if (attackStatus.HasFlag(AttackStatus.NeedsToMove))
return moveActivity;
return NextActivity;
}
protected virtual AttackStatus TickAttack(Actor self, AttackBase attack)
{
if (IsCanceled)
return AttackStatus.UnableToAttack;
var type = Target.Type;
if (!Target.IsValidFor(self) || type == TargetType.FrozenActor)
return AttackStatus.UnableToAttack;
if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(Target.Actor.Location, null, false))
return AttackStatus.UnableToAttack;
// Drop the target if it moves under the shroud / fog.
// HACK: This would otherwise break targeting frozen actors
// The problem is that Shroud.IsTargetable returns false (as it should) for
// frozen actors, but we do want to explicitly target the underlying actor here.
if (!attack.Info.IgnoresVisibility && type == TargetType.Actor
&& !Target.Actor.Info.HasTraitInfo<FrozenUnderFogInfo>()
&& !Target.Actor.CanBeViewedByPlayer(self.Owner))
return AttackStatus.UnableToAttack;
// Drop the target once none of the weapons are effective against it
var armaments = attack.ChooseArmamentsForTarget(Target, forceAttack).ToList();
if (armaments.Count == 0)
return AttackStatus.UnableToAttack;
// Update ranges
minRange = armaments.Max(a => a.Weapon.MinRange);
maxRange = armaments.Min(a => a.MaxRange());
var pos = self.CenterPosition;
var mobile = move as Mobile;
if (!Target.IsInRange(pos, maxRange)
|| (minRange.Length != 0 && Target.IsInRange(pos, minRange))
|| (mobile != null && !mobile.CanInteractWithGroundLayer(self)))
{
// Try to move within range, drop the target otherwise
if (move == null)
return AttackStatus.UnableToAttack;
attackStatus |= AttackStatus.NeedsToMove;
moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
return AttackStatus.NeedsToMove;
}
var targetedPosition = attack.GetTargetPosition(pos, Target);
var desiredFacing = (targetedPosition - pos).Yaw.Facing;
if (!Util.FacingWithinTolerance(facing.Facing, desiredFacing, facingTolerance))
{
attackStatus |= AttackStatus.NeedsToTurn;
turnActivity = ActivityUtils.SequenceActivities(new Turn(self, desiredFacing), this);
return AttackStatus.NeedsToTurn;
}
attackStatus |= AttackStatus.Attacking;
attack.DoAttack(self, Target, armaments);
return AttackStatus.Attacking;
}
}
}