170 lines
5.9 KiB
C#
170 lines
5.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Cnc.Traits;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.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.Cnc.Activities
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{
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public class LeapAttack : Activity, IActivityNotifyStanceChanged
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{
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readonly AttackLeapInfo info;
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readonly AttackLeap attack;
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readonly Mobile mobile;
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readonly bool allowMovement;
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readonly bool forceAttack;
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readonly Color? targetLineColor;
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Target target;
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Target lastVisibleTarget;
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bool useLastVisibleTarget;
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WDist lastVisibleMinRange;
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WDist lastVisibleMaxRange;
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BitSet<TargetableType> lastVisibleTargetTypes;
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Player lastVisibleOwner;
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public LeapAttack(Actor self, in Target target, bool allowMovement, bool forceAttack, AttackLeap attack, AttackLeapInfo info, Color? targetLineColor = null)
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{
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this.target = target;
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this.targetLineColor = targetLineColor;
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this.info = info;
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this.attack = attack;
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this.allowMovement = allowMovement;
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this.forceAttack = forceAttack;
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mobile = self.Trait<Mobile>();
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// The target may become hidden between the initial order request and the first tick (e.g. if queued)
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// Moving to any position (even if quite stale) is still better than immediately giving up
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if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
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|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
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{
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lastVisibleTarget = Target.FromPos(target.CenterPosition);
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lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
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lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
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if (target.Type == TargetType.Actor)
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{
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lastVisibleOwner = target.Actor.Owner;
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lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
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}
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else if (target.Type == TargetType.FrozenActor)
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{
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lastVisibleOwner = target.FrozenActor.Owner;
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lastVisibleTargetTypes = target.FrozenActor.TargetTypes;
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}
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}
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}
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protected override void OnFirstRun(Actor self)
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{
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attack.IsAiming = true;
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}
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public override bool Tick(Actor self)
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{
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if (IsCanceling)
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return true;
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target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
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if (!targetIsHiddenActor && target.Type == TargetType.Actor)
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{
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lastVisibleTarget = Target.FromTargetPositions(target);
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lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
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lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
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lastVisibleOwner = target.Actor.Owner;
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lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
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}
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useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
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// Target is hidden or dead, and we don't have a fallback position to move towards
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if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
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return true;
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var pos = self.CenterPosition;
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var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
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if (!checkTarget.IsInRange(pos, lastVisibleMaxRange) || checkTarget.IsInRange(pos, lastVisibleMinRange))
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{
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if (!allowMovement || lastVisibleMaxRange == WDist.Zero || lastVisibleMaxRange < lastVisibleMinRange)
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return true;
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QueueChild(mobile.MoveWithinRange(target, lastVisibleMinRange, lastVisibleMaxRange, checkTarget.CenterPosition, Color.Red));
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return false;
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}
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// Ready to leap, but target isn't visible
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if (targetIsHiddenActor || target.Type != TargetType.Actor)
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return true;
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// Target is not valid
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if (!target.IsValidFor(self) || !attack.HasAnyValidWeapons(target))
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return true;
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var edible = target.Actor.TraitOrDefault<EdibleByLeap>();
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if (edible == null || !edible.CanLeap(self))
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return true;
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// Can't leap yet
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if (attack.Armaments.All(a => a.IsReloading))
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return false;
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// Use CenterOfSubCell with ToSubCell instead of target.Centerposition
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// to avoid continuous facing adjustments as the target moves
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var targetMobile = target.Actor.TraitOrDefault<Mobile>();
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var targetSubcell = targetMobile != null ? targetMobile.ToSubCell : SubCell.Any;
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var destination = self.World.Map.CenterOfSubCell(target.Actor.Location, targetSubcell);
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var origin = self.World.Map.CenterOfSubCell(self.Location, mobile.FromSubCell);
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var desiredFacing = (destination - origin).Yaw;
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if (mobile.Facing != desiredFacing)
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{
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QueueChild(new Turn(self, desiredFacing));
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return false;
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}
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QueueChild(new Leap(target, mobile, targetMobile, info.Speed.Length, attack, edible));
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// Re-queue the child activities to kill the target if it didn't die in one go
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return false;
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}
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protected override void OnLastRun(Actor self)
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{
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attack.IsAiming = false;
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}
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void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance)
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{
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// Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting
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if (newStance > oldStance || forceAttack)
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return;
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// If lastVisibleTarget is invalid we could never view the target in the first place, so we just drop it here too
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if (!lastVisibleTarget.IsValidFor(self) || !autoTarget.HasValidTargetPriority(self, lastVisibleOwner, lastVisibleTargetTypes))
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target = Target.Invalid;
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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if (targetLineColor != null)
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yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
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}
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}
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}
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