To bring them in line with RearmActors, Repairable.RepairBuildings and RepairableNear.Buildings have been renamed to RepairActors. Additionally, their RA-specific internal defaults were removed and the FieldLoader now requires them to be set explicitly.
128 lines
4.1 KiB
C#
128 lines
4.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2019 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.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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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 HeliReturnToBase : Activity
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{
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readonly Aircraft aircraft;
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readonly RepairableInfo repairableInfo;
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readonly Rearmable rearmable;
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readonly bool alwaysLand;
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readonly bool abortOnResupply;
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Actor dest;
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public HeliReturnToBase(Actor self, bool abortOnResupply, Actor dest = null, bool alwaysLand = true)
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{
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aircraft = self.Trait<Aircraft>();
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repairableInfo = self.Info.TraitInfoOrDefault<RepairableInfo>();
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rearmable = self.TraitOrDefault<Rearmable>();
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this.alwaysLand = alwaysLand;
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this.abortOnResupply = abortOnResupply;
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this.dest = dest;
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}
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public override Activity Tick(Actor self)
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{
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// Refuse to take off if it would land immediately again.
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// Special case: Don't kill other deploy hotkey activities.
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if (aircraft.ForceLanding)
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return NextActivity;
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if (IsCanceling)
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return NextActivity;
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if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self))
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dest = ReturnToBase.ChooseResupplier(self, true);
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var initialFacing = aircraft.Info.InitialFacing;
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if (dest == null || dest.IsDead)
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{
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var nearestResupplier = ReturnToBase.ChooseResupplier(self, false);
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// If a heli was told to return and there's no (available) RearmBuilding, going to the probable next queued activity (HeliAttack)
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// would be pointless (due to lack of ammo), and possibly even lead to an infinite loop due to HeliAttack.cs:L79.
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if (nearestResupplier == null && aircraft.Info.LandWhenIdle)
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{
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if (aircraft.Info.TurnToLand)
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return ActivityUtils.SequenceActivities(self, new Turn(self, initialFacing), new HeliLand(self, true));
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return new HeliLand(self, true);
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}
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else if (nearestResupplier == null && !aircraft.Info.LandWhenIdle)
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return null;
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else
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{
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var distanceFromResupplier = (nearestResupplier.CenterPosition - self.CenterPosition).HorizontalLength;
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var distanceLength = aircraft.Info.WaitDistanceFromResupplyBase.Length;
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// If no pad is available, move near one and wait
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if (distanceFromResupplier > distanceLength)
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{
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var randomPosition = WVec.FromPDF(self.World.SharedRandom, 2) * distanceLength / 1024;
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var target = Target.FromPos(nearestResupplier.CenterPosition + randomPosition);
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return ActivityUtils.SequenceActivities(self,
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new HeliFly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green),
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this);
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}
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return this;
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}
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}
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var landingProcedures = new List<Activity>();
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var exit = dest.FirstExitOrDefault(null);
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var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
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landingProcedures.Add(new HeliFly(self, Target.FromPos(dest.CenterPosition + offset)));
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if (ShouldLandAtBuilding(self, dest))
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{
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aircraft.MakeReservation(dest);
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if (aircraft.Info.TurnToDock)
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landingProcedures.Add(new Turn(self, initialFacing));
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landingProcedures.Add(new HeliLand(self, false));
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landingProcedures.Add(new ResupplyAircraft(self));
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if (!abortOnResupply)
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landingProcedures.Add(NextActivity);
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}
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else
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landingProcedures.Add(NextActivity);
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return ActivityUtils.SequenceActivities(self, landingProcedures.ToArray());
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}
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bool ShouldLandAtBuilding(Actor self, Actor dest)
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{
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if (alwaysLand)
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return true;
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if (repairableInfo != null && repairableInfo.RepairActors.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged)
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return true;
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return rearmable != null && rearmable.Info.RearmActors.Contains(dest.Info.Name)
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&& rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
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}
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}
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}
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