Files
OpenRA/OpenRA.Mods.D2k/Traits/Sandworm.cs
2020-01-18 16:38:53 +01:00

149 lines
4.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
class SandwormInfo : WandersInfo, Requires<MobileInfo>, Requires<AttackBaseInfo>
{
[Desc("Time between rescanning for targets (in ticks).")]
public readonly int TargetRescanInterval = 125;
[Desc("The radius in which the worm \"searches\" for targets.")]
public readonly WDist MaxSearchRadius = WDist.FromCells(20);
[Desc("The range at which the worm launches an attack regardless of noise levels.")]
public readonly WDist IgnoreNoiseAttackRange = WDist.FromCells(3);
[Desc("The chance this actor has of disappearing after it attacks (in %).")]
public readonly int ChanceToDisappear = 100;
public override object Create(ActorInitializer init) { return new Sandworm(init.Self, this); }
}
class Sandworm : Wanders, ITick, INotifyActorDisposing
{
public readonly SandwormInfo WormInfo;
readonly ActorSpawnManager manager;
readonly Mobile mobile;
readonly AttackBase attackTrait;
public bool IsMovingTowardTarget { get; private set; }
public bool IsAttacking;
int targetCountdown;
bool disposed;
public Sandworm(Actor self, SandwormInfo info)
: base(self, info)
{
WormInfo = info;
mobile = self.Trait<Mobile>();
attackTrait = self.Trait<AttackBase>();
manager = self.World.WorldActor.Trait<ActorSpawnManager>();
}
public override void DoAction(Actor self, CPos targetCell)
{
IsMovingTowardTarget = false;
RescanForTargets(self);
if (IsMovingTowardTarget)
return;
self.QueueActivity(mobile.MoveWithinRange(Target.FromCell(self.World, targetCell, SubCell.Any), WDist.FromCells(1), targetLineColor: Color.Red));
}
void ITick.Tick(Actor self)
{
if (--targetCountdown > 0 || IsAttacking || !self.IsInWorld)
return;
RescanForTargets(self);
}
void RescanForTargets(Actor self)
{
targetCountdown = WormInfo.TargetRescanInterval;
// If close enough, we don't care about other actors.
var target = self.World.FindActorsInCircle(self.CenterPosition, WormInfo.IgnoreNoiseAttackRange)
.Select(t => Target.FromActor(t))
.FirstOrDefault(t => attackTrait.HasAnyValidWeapons(t));
if (target.Type == TargetType.Actor)
{
attackTrait.AttackTarget(target, AttackSource.AutoTarget, false, true, false);
return;
}
Func<Actor, bool> isValidTarget = a =>
{
if (!a.Info.HasTraitInfo<AttractsWormsInfo>())
return false;
return mobile.CanEnterCell(a.Location, null, BlockedByActor.None);
};
var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, WormInfo.MaxSearchRadius)
.Where(isValidTarget).SelectMany(a => a.TraitsImplementing<AttractsWorms>());
var noiseDirection = actorsInRange.Aggregate(WVec.Zero, (a, b) => a + b.AttractionAtPosition(self.CenterPosition));
// No target was found
if (noiseDirection == WVec.Zero)
return;
var moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection);
while (!self.World.Map.Contains(moveTo) || !mobile.CanEnterCell(moveTo, null, BlockedByActor.None))
{
// without this check, this while can be infinity loop
if (moveTo == self.Location)
{
self.CancelActivity();
return;
}
noiseDirection /= 2;
moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection);
}
// Don't get stuck when the noise is distributed evenly! This will make the worm wander instead of trying to move to where it already is
if (moveTo == self.Location)
{
self.CancelActivity();
return;
}
self.QueueActivity(false, mobile.MoveTo(moveTo, 3));
IsMovingTowardTarget = true;
}
void INotifyActorDisposing.Disposing(Actor self)
{
if (disposed)
return;
manager.DecreaseActorCount();
disposed = true;
}
}
}