520 lines
15 KiB
C#
520 lines
15 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;
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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.Warheads;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public abstract class AttackBaseInfo : PausableConditionalTraitInfo
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{
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[Desc("Armament names")]
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public readonly string[] Armaments = { "primary", "secondary" };
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public readonly string Cursor = null;
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public readonly string OutsideRangeCursor = null;
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[Desc("Does the attack type require the attacker to enter the target's cell?")]
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public readonly bool AttackRequiresEnteringCell = false;
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[Desc("Allow firing into the fog to target frozen actors without requiring force-fire.")]
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public readonly bool TargetFrozenActors = false;
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[Desc("Force-fire mode ignores actors and targets the ground instead.")]
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public readonly bool ForceFireIgnoresActors = false;
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[VoiceReference]
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public readonly string Voice = "Action";
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[Desc("Tolerance for attack angle. Range [0, 128], 128 covers 360 degrees.")]
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public readonly int FacingTolerance = 128;
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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base.RulesetLoaded(rules, ai);
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if (FacingTolerance < 0 || FacingTolerance > 128)
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throw new YamlException("Facing tolerance must be in range of [0, 128], 128 covers 360 degrees.");
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}
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public override abstract object Create(ActorInitializer init);
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}
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public abstract class AttackBase : PausableConditionalTrait<AttackBaseInfo>, ITick, IIssueOrder, IResolveOrder, IOrderVoice, ISync
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{
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readonly string attackOrderName = "Attack";
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readonly string forceAttackOrderName = "ForceAttack";
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[Sync]
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public bool IsAiming { get; set; }
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public IEnumerable<Armament> Armaments { get { return getArmaments(); } }
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protected IFacing facing;
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protected IPositionable positionable;
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protected INotifyAiming[] notifyAiming;
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protected Func<IEnumerable<Armament>> getArmaments;
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readonly Actor self;
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bool wasAiming;
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public AttackBase(Actor self, AttackBaseInfo info)
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: base(info)
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{
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this.self = self;
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}
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protected override void Created(Actor self)
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{
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facing = self.TraitOrDefault<IFacing>();
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positionable = self.TraitOrDefault<IPositionable>();
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notifyAiming = self.TraitsImplementing<INotifyAiming>().ToArray();
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getArmaments = InitializeGetArmaments(self);
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base.Created(self);
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}
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void ITick.Tick(Actor self)
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{
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Tick(self);
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}
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protected virtual void Tick(Actor self)
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{
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if (!wasAiming && IsAiming)
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foreach (var n in notifyAiming)
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n.StartedAiming(self, this);
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else if (wasAiming && !IsAiming)
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foreach (var n in notifyAiming)
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n.StoppedAiming(self, this);
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wasAiming = IsAiming;
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}
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protected virtual Func<IEnumerable<Armament>> InitializeGetArmaments(Actor self)
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{
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var armaments = self.TraitsImplementing<Armament>()
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.Where(a => Info.Armaments.Contains(a.Info.Name)).ToArray();
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return () => armaments;
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}
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public bool TargetInFiringArc(Actor self, Target target, int facingTolerance)
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{
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if (facing == null)
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return true;
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var pos = self.CenterPosition;
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var targetedPosition = GetTargetPosition(pos, target);
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var delta = targetedPosition - pos;
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if (delta.HorizontalLengthSquared == 0)
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return true;
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return Util.FacingWithinTolerance(facing.Facing, delta.Yaw.Facing, facingTolerance);
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}
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protected virtual bool CanAttack(Actor self, Target target)
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{
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if (!self.IsInWorld || IsTraitDisabled || IsTraitPaused)
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return false;
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if (!target.IsValidFor(self))
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return false;
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if (!HasAnyValidWeapons(target))
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return false;
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var mobile = self.TraitOrDefault<Mobile>();
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if (mobile != null && !mobile.CanInteractWithGroundLayer(self))
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return false;
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if (Armaments.All(a => a.IsReloading))
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return false;
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return true;
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}
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public virtual void DoAttack(Actor self, Target target)
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{
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if (!CanAttack(self, target))
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return;
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foreach (var a in Armaments)
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a.CheckFire(self, facing, target);
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}
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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get
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{
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if (IsTraitDisabled)
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yield break;
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var armament = Armaments.FirstOrDefault(a => a.Weapon.Warheads.Any(w => (w is DamageWarhead)));
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if (armament == null)
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yield break;
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yield return new AttackOrderTargeter(this, 6);
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}
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}
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Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order is AttackOrderTargeter)
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return new Order(order.OrderID, self, target, queued);
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return null;
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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var forceAttack = order.OrderString == forceAttackOrderName;
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if (forceAttack || order.OrderString == attackOrderName)
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{
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if (!order.Target.IsValidFor(self))
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return;
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self.SetTargetLine(order.Target, Color.Red);
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AttackTarget(order.Target, order.Queued, true, forceAttack);
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}
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if (order.OrderString == "Stop")
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OnStopOrder(self);
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}
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// Some 3rd-party mods rely on this being public
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public virtual void OnStopOrder(Actor self)
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{
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self.CancelActivity();
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}
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string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == attackOrderName || order.OrderString == forceAttackOrderName ? Info.Voice : null;
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}
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public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack);
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public bool HasAnyValidWeapons(Target t, bool checkForCenterTargetingWeapons = false)
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{
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if (IsTraitDisabled)
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return false;
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if (Info.AttackRequiresEnteringCell && (positionable == null || !positionable.CanEnterCell(t.Actor.Location, null, false)))
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return false;
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// PERF: Avoid LINQ.
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foreach (var armament in Armaments)
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{
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var checkIsValid = checkForCenterTargetingWeapons ? armament.Weapon.TargetActorCenter : !armament.IsTraitPaused;
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if (checkIsValid && !armament.IsTraitDisabled && armament.Weapon.IsValidAgainst(t, self.World, self))
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return true;
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}
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return false;
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}
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public virtual WPos GetTargetPosition(WPos pos, Target target)
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{
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return HasAnyValidWeapons(target, true) ? target.CenterPosition : target.Positions.PositionClosestTo(pos);
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}
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public WDist GetMinimumRange()
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{
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if (IsTraitDisabled)
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return WDist.Zero;
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// PERF: Avoid LINQ.
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var min = WDist.MaxValue;
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foreach (var armament in Armaments)
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{
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if (armament.IsTraitDisabled)
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continue;
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if (armament.IsTraitPaused)
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continue;
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var range = armament.Weapon.MinRange;
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if (min > range)
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min = range;
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}
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return min != WDist.MaxValue ? min : WDist.Zero;
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}
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public WDist GetMaximumRange()
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{
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if (IsTraitDisabled)
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return WDist.Zero;
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// PERF: Avoid LINQ.
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var max = WDist.Zero;
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foreach (var armament in Armaments)
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{
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if (armament.IsTraitDisabled)
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continue;
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if (armament.IsTraitPaused)
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continue;
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var range = armament.MaxRange();
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if (max < range)
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max = range;
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}
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return max;
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}
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public WDist GetMinimumRangeVersusTarget(Target target)
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{
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if (IsTraitDisabled)
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return WDist.Zero;
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// PERF: Avoid LINQ.
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var min = WDist.MaxValue;
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foreach (var armament in Armaments)
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{
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if (armament.IsTraitDisabled)
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continue;
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if (armament.IsTraitPaused)
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continue;
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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continue;
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var range = armament.Weapon.MinRange;
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if (min > range)
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min = range;
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}
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return min != WDist.MaxValue ? min : WDist.Zero;
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}
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public WDist GetMaximumRangeVersusTarget(Target target)
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{
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if (IsTraitDisabled)
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return WDist.Zero;
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var max = WDist.Zero;
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// We want actors to use only weapons with ammo for this, except when ALL weapons are out of ammo,
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// then we use the paused, valid weapon with highest range.
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var maxFallback = WDist.Zero;
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// PERF: Avoid LINQ.
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foreach (var armament in Armaments)
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{
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if (armament.IsTraitDisabled)
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continue;
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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continue;
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var range = armament.MaxRange();
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if (maxFallback < range)
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maxFallback = range;
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if (armament.IsTraitPaused)
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continue;
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if (max < range)
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max = range;
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}
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return max != WDist.Zero ? max : maxFallback;
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}
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// Enumerates all armaments, that this actor possesses, that can be used against Target t
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public IEnumerable<Armament> ChooseArmamentsForTarget(Target t, bool forceAttack)
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{
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// If force-fire is not used, and the target requires force-firing or the target is
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// terrain or invalid, no armaments can be used
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if (!forceAttack && (t.Type == TargetType.Terrain || t.Type == TargetType.Invalid || t.RequiresForceFire))
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return Enumerable.Empty<Armament>();
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// Get target's owner; in case of terrain or invalid target there will be no problems
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// with owner == null since forceFire will have to be true in this part of the method
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// (short-circuiting in the logical expression below)
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Player owner = null;
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if (t.Type == TargetType.FrozenActor)
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{
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owner = t.FrozenActor.Owner;
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}
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else if (t.Type == TargetType.Actor)
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{
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owner = t.Actor.EffectiveOwner != null && t.Actor.EffectiveOwner.Owner != null
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? t.Actor.EffectiveOwner.Owner
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: t.Actor.Owner;
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// Special cases for spies so we don't kill friendly disguised spies
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// and enable dogs to kill enemy disguised spies.
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if (self.Owner.Stances[t.Actor.Owner] == Stance.Ally || self.Info.HasTraitInfo<IgnoresDisguiseInfo>())
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owner = t.Actor.Owner;
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}
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return Armaments.Where(a =>
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!a.IsTraitDisabled
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&& (owner == null || (forceAttack ? a.Info.ForceTargetStances : a.Info.TargetStances)
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.HasStance(self.Owner.Stances[owner]))
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&& a.Weapon.IsValidAgainst(t, self.World, self));
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}
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public void AttackTarget(Target target, bool queued, bool allowMove, bool forceAttack = false)
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{
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if (IsTraitDisabled)
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return;
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if (!target.IsValidFor(self))
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return;
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if (!queued)
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self.CancelActivity();
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self.QueueActivity(GetAttackActivity(self, target, allowMove, forceAttack));
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OnQueueAttackActivity(self, target, queued, allowMove, forceAttack);
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}
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public virtual void OnQueueAttackActivity(Actor self, Target target, bool queued, bool allowMove, bool forceAttack) { }
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public bool IsReachableTarget(Target target, bool allowMove)
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{
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return HasAnyValidWeapons(target)
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&& (target.IsInRange(self.CenterPosition, GetMaximumRangeVersusTarget(target)) || (allowMove && self.Info.HasTraitInfo<IMoveInfo>()));
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}
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public Stance UnforcedAttackTargetStances()
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{
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// PERF: Avoid LINQ.
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var stances = Stance.None;
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foreach (var armament in Armaments)
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if (!armament.IsTraitDisabled)
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stances |= armament.Info.TargetStances;
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return stances;
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}
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class AttackOrderTargeter : IOrderTargeter
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{
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readonly AttackBase ab;
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public AttackOrderTargeter(AttackBase ab, int priority)
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{
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this.ab = ab;
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OrderID = ab.attackOrderName;
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OrderPriority = priority;
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}
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public string OrderID { get; private set; }
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public int OrderPriority { get; private set; }
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public bool TargetOverridesSelection(TargetModifiers modifiers) { return true; }
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bool CanTargetActor(Actor self, Target target, ref TargetModifiers modifiers, ref string cursor)
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{
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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if (modifiers.HasModifier(TargetModifiers.ForceMove))
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return false;
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if (ab.Info.ForceFireIgnoresActors && modifiers.HasModifier(TargetModifiers.ForceAttack))
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return false;
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// Disguised actors are revealed by the attack cursor
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// HACK: works around limitations in the targeting code that force the
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// targeting and attacking logic (which should be logically separate)
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// to use the same code
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if (target.Type == TargetType.Actor && target.Actor.EffectiveOwner != null &&
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target.Actor.EffectiveOwner.Disguised && self.Owner.Stances[target.Actor.Owner] == Stance.Enemy)
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modifiers |= TargetModifiers.ForceAttack;
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var forceAttack = modifiers.HasModifier(TargetModifiers.ForceAttack);
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var armaments = ab.ChooseArmamentsForTarget(target, forceAttack);
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if (!armaments.Any())
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return false;
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// Use valid armament with highest range out of those that have ammo
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// If all are out of ammo, just use valid armament with highest range
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armaments = armaments.OrderByDescending(x => x.MaxRange());
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var a = armaments.FirstOrDefault(x => !x.IsTraitPaused);
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if (a == null)
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a = armaments.First();
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cursor = !target.IsInRange(self.CenterPosition, a.MaxRange()) ||
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(!forceAttack && target.Type == TargetType.FrozenActor && !ab.Info.TargetFrozenActors)
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? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
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: ab.Info.Cursor ?? a.Info.Cursor;
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if (!forceAttack)
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return true;
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OrderID = ab.forceAttackOrderName;
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return true;
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}
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bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, TargetModifiers modifiers, ref string cursor)
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{
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if (!self.World.Map.Contains(location))
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return false;
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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// Targeting the terrain is only possible with force-attack modifier
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if (modifiers.HasModifier(TargetModifiers.ForceMove) || !modifiers.HasModifier(TargetModifiers.ForceAttack))
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return false;
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var target = Target.FromCell(self.World, location);
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var armaments = ab.ChooseArmamentsForTarget(target, true);
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if (!armaments.Any())
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return false;
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// Use valid armament with highest range out of those that have ammo
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// If all are out of ammo, just use valid armament with highest range
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armaments = armaments.OrderByDescending(x => x.MaxRange());
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var a = armaments.FirstOrDefault(x => !x.IsTraitPaused);
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if (a == null)
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a = armaments.First();
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cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
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? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
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: ab.Info.Cursor ?? a.Info.Cursor;
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OrderID = ab.forceAttackOrderName;
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return true;
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}
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public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, ref TargetModifiers modifiers, ref string cursor)
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{
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switch (target.Type)
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{
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case TargetType.Actor:
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case TargetType.FrozenActor:
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return CanTargetActor(self, target, ref modifiers, ref cursor);
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case TargetType.Terrain:
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return CanTargetLocation(self, self.World.Map.CellContaining(target.CenterPosition), othersAtTarget, modifiers, ref cursor);
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default:
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return false;
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}
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}
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public bool IsQueued { get; protected set; }
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}
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}
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}
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