Files
OpenRA/OpenRA.Mods.Common/Activities/Air/ReturnToBase.cs
2020-06-01 20:25:38 +02:00

139 lines
4.4 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.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class ReturnToBase : Activity
{
readonly Aircraft aircraft;
readonly RepairableInfo repairableInfo;
readonly Rearmable rearmable;
readonly bool alwaysLand;
Actor dest;
WAngle? facing;
public ReturnToBase(Actor self, Actor dest = null, bool alwaysLand = false)
{
this.dest = dest;
this.alwaysLand = alwaysLand;
aircraft = self.Trait<Aircraft>();
repairableInfo = self.Info.TraitInfoOrDefault<RepairableInfo>();
rearmable = self.TraitOrDefault<Rearmable>();
}
public static Actor ChooseResupplier(Actor self, bool unreservedOnly)
{
var rearmInfo = self.Info.TraitInfoOrDefault<RearmableInfo>();
if (rearmInfo == null)
return null;
return self.World.ActorsHavingTrait<Reservable>()
.Where(a => !a.IsDead
&& a.Owner == self.Owner
&& rearmInfo.RearmActors.Contains(a.Info.Name)
&& (!unreservedOnly || Reservable.IsAvailableFor(a, self)))
.ClosestTo(self);
}
bool ShouldLandAtBuilding(Actor self, Actor dest)
{
if (alwaysLand)
return true;
if (repairableInfo != null && repairableInfo.RepairActors.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged)
return true;
return rearmable != null && rearmable.Info.RearmActors.Contains(dest.Info.Name)
&& rearmable.RearmableAmmoPools.Any(p => !p.HasFullAmmo);
}
public override bool Tick(Actor self)
{
// Refuse to take off if it would land immediately again.
// Special case: Don't kill other deploy hotkey activities.
if (aircraft.ForceLanding)
return true;
if (IsCanceling || self.IsDead)
return true;
if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self))
dest = ChooseResupplier(self, true);
if (dest == null)
{
var nearestResupplier = ChooseResupplier(self, false);
if (nearestResupplier != null)
{
if (aircraft.Info.CanHover)
{
var distanceFromResupplier = (nearestResupplier.CenterPosition - self.CenterPosition).HorizontalLength;
var distanceLength = aircraft.Info.WaitDistanceFromResupplyBase.Length;
// If no pad is available, move near one and wait
if (distanceFromResupplier > distanceLength)
{
var randomPosition = WVec.FromPDF(self.World.SharedRandom, 2) * distanceLength / 1024;
var target = Target.FromPos(nearestResupplier.CenterPosition + randomPosition);
QueueChild(new Fly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green));
}
return false;
}
QueueChild(new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green));
QueueChild(new FlyIdle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport));
return false;
}
// Prevent an infinite loop in case we'd return to the activity that called ReturnToBase in the first place. Go idle instead.
self.CancelActivity();
return true;
}
if (ShouldLandAtBuilding(self, dest))
{
var exit = dest.FirstExitOrDefault();
var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
if (aircraft.Info.TurnToDock || !aircraft.Info.VTOL)
facing = WAngle.FromFacing(aircraft.Info.InitialFacing);
aircraft.MakeReservation(dest);
QueueChild(new Land(self, Target.FromActor(dest), offset, facing, Color.Green));
QueueChild(new Resupply(self, dest, WDist.Zero, alwaysLand));
return true;
}
QueueChild(new Fly(self, Target.FromActor(dest), targetLineColor: Color.Green));
return true;
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (ChildActivity == null)
yield return new TargetLineNode(Target.FromActor(dest), Color.Green);
else
foreach (var n in ChildActivity.TargetLineNodes(self))
yield return n;
}
}
}