112 lines
3.5 KiB
C#
112 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 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.Drawing;
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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.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class HeliAttack : Activity
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{
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readonly Aircraft helicopter;
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readonly AttackHeli attackHeli;
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readonly bool attackOnlyVisibleTargets;
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readonly bool selfReloads;
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Target target;
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bool canHideUnderFog;
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protected Target Target
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{
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get
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{
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return target;
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}
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private set
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{
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target = value;
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if (target.Type == TargetType.Actor)
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canHideUnderFog = target.Actor.Info.HasTraitInfo<HiddenUnderFogInfo>();
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}
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}
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public HeliAttack(Actor self, Target target, bool attackOnlyVisibleTargets = true)
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{
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Target = target;
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helicopter = self.Trait<Aircraft>();
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attackHeli = self.Trait<AttackHeli>();
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this.attackOnlyVisibleTargets = attackOnlyVisibleTargets;
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selfReloads = self.TraitsImplementing<AmmoPool>().All(p => p.SelfReloads);
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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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if (helicopter.ForceLanding)
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{
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Cancel(self);
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return NextActivity;
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}
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if (IsCanceled || !target.IsValidFor(self))
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return NextActivity;
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var pos = self.CenterPosition;
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var targetPos = attackHeli.GetTargetPosition(pos, target);
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if (attackOnlyVisibleTargets && target.Type == TargetType.Actor && canHideUnderFog
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&& !target.Actor.CanBeViewedByPlayer(self.Owner))
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{
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var newTarget = Target.FromCell(self.World, self.World.Map.CellContaining(targetPos));
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Cancel(self);
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self.SetTargetLine(newTarget, Color.Green);
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return new HeliFly(self, newTarget);
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}
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// If all valid weapons have depleted their ammo and RearmBuilding is defined, return to RearmBuilding to reload and then resume the activity
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if (!selfReloads && helicopter.Info.RearmBuildings.Any() && attackHeli.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
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return ActivityUtils.SequenceActivities(new HeliReturnToBase(self, helicopter.Info.AbortOnResupply), this);
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var dist = targetPos - pos;
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// Can rotate facing while ascending
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var desiredFacing = dist.HorizontalLengthSquared != 0 ? dist.Yaw.Facing : helicopter.Facing;
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helicopter.Facing = Util.TickFacing(helicopter.Facing, desiredFacing, helicopter.TurnSpeed);
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if (HeliFly.AdjustAltitude(self, helicopter, helicopter.Info.CruiseAltitude))
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return this;
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// Fly towards the target
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if (!target.IsInRange(pos, attackHeli.GetMaximumRangeVersusTarget(target)))
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helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing));
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// Fly backwards from the target
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if (target.IsInRange(pos, attackHeli.GetMinimumRangeVersusTarget(target)))
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{
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// Facing 0 doesn't work with the following position change
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var facing = 1;
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if (desiredFacing != 0)
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facing = desiredFacing;
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else if (helicopter.Facing != 0)
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facing = helicopter.Facing;
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helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(-facing));
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}
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attackHeli.DoAttack(self, target);
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return this;
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}
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}
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}
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