Files
OpenRA/OpenRA.Mods.Common/Traits/Attack/AttackBase.cs
2017-08-22 20:55:46 +01:00

491 lines
14 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Warheads;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public abstract class AttackBaseInfo : ConditionalTraitInfo
{
[Desc("Armament names")]
public readonly string[] Armaments = { "primary", "secondary" };
public readonly string Cursor = null;
public readonly string OutsideRangeCursor = null;
[Desc("Does the attack type require the attacker to enter the target's cell?")]
public readonly bool AttackRequiresEnteringCell = false;
[Desc("Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.")]
public readonly bool IgnoresVisibility = false;
[VoiceReference] public readonly string Voice = "Action";
public override abstract object Create(ActorInitializer init);
}
public abstract class AttackBase : ConditionalTrait<AttackBaseInfo>, INotifyCreated, IIssueOrder, IResolveOrder, IOrderVoice, ISync
{
readonly string attackOrderName = "Attack";
readonly string forceAttackOrderName = "ForceAttack";
[Sync] public bool IsAttacking { get; internal set; }
public IEnumerable<Armament> Armaments { get { return getArmaments(); } }
protected IFacing facing;
protected Building building;
protected IPositionable positionable;
protected Func<IEnumerable<Armament>> getArmaments;
readonly Actor self;
public AttackBase(Actor self, AttackBaseInfo info)
: base(info)
{
this.self = self;
}
protected override void Created(Actor self)
{
facing = self.TraitOrDefault<IFacing>();
building = self.TraitOrDefault<Building>();
positionable = self.TraitOrDefault<IPositionable>();
getArmaments = InitializeGetArmaments(self);
base.Created(self);
}
protected virtual Func<IEnumerable<Armament>> InitializeGetArmaments(Actor self)
{
var armaments = self.TraitsImplementing<Armament>()
.Where(a => Info.Armaments.Contains(a.Info.Name)).ToArray();
return () => armaments;
}
protected virtual bool CanAttack(Actor self, Target target)
{
if (!self.IsInWorld || IsTraitDisabled || self.IsDisabled())
return false;
if (!target.IsValidFor(self))
return false;
if (!HasAnyValidWeapons(target))
return false;
var mobile = self.TraitOrDefault<Mobile>();
if (mobile != null && !mobile.CanInteractWithGroundLayer(self))
return false;
// Building is under construction or is being sold
if (building != null && !building.BuildComplete)
return false;
if (Armaments.All(a => a.IsReloading))
return false;
return true;
}
public virtual void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
{
if (armaments == null && !CanAttack(self, target))
return;
foreach (var a in armaments ?? Armaments)
a.CheckFire(self, facing, target);
}
IEnumerable<IOrderTargeter> IIssueOrder.Orders
{
get
{
if (IsTraitDisabled)
yield break;
var armament = Armaments.FirstOrDefault(a => a.Weapon.Warheads.Any(w => (w is DamageWarhead)));
if (armament == null)
yield break;
var negativeDamage = (armament.Weapon.Warheads.FirstOrDefault(w => (w is DamageWarhead)) as DamageWarhead).Damage < 0;
yield return new AttackOrderTargeter(this, 6, negativeDamage);
}
}
Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order is AttackOrderTargeter)
{
switch (target.Type)
{
case TargetType.Actor:
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
case TargetType.FrozenActor:
return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
case TargetType.Terrain:
return new Order(order.OrderID, self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
}
}
return null;
}
void IResolveOrder.ResolveOrder(Actor self, Order order)
{
var forceAttack = order.OrderString == forceAttackOrderName;
if (forceAttack || order.OrderString == attackOrderName)
{
var target = self.ResolveFrozenActorOrder(order, Color.Red);
if (!target.IsValidFor(self))
return;
self.SetTargetLine(target, Color.Red);
AttackTarget(target, order.Queued, true, forceAttack);
}
if (order.OrderString == "Stop")
OnStopOrder(self);
}
protected virtual void OnStopOrder(Actor self)
{
self.CancelActivity();
}
static Target TargetFromOrder(Actor self, Order order)
{
// Not targeting a frozen actor
if (order.ExtraData == 0)
return Target.FromOrder(self.World, order);
// Targeted an actor under the fog
var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
if (frozenLayer == null)
return Target.Invalid;
var frozen = frozenLayer.FromID(order.ExtraData);
if (frozen == null)
return Target.Invalid;
// Target is still alive - resolve the real order
if (frozen.Actor != null && frozen.Actor.IsInWorld)
return Target.FromActor(frozen.Actor);
return Target.Invalid;
}
string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == attackOrderName || order.OrderString == forceAttackOrderName ? Info.Voice : null;
}
public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack);
public bool HasAnyValidWeapons(Target t, bool checkForCenterTargetingWeapons = false)
{
if (IsTraitDisabled)
return false;
if (Info.AttackRequiresEnteringCell && (positionable == null || !positionable.CanEnterCell(t.Actor.Location, null, false)))
return false;
// PERF: Avoid LINQ.
foreach (var armament in Armaments)
{
var checkIsValid = checkForCenterTargetingWeapons ? armament.Weapon.TargetActorCenter : !armament.OutOfAmmo;
if (checkIsValid && !armament.IsTraitDisabled && armament.Weapon.IsValidAgainst(t, self.World, self))
return true;
}
return false;
}
public virtual WPos GetTargetPosition(WPos pos, Target target)
{
return HasAnyValidWeapons(target, true) ? target.CenterPosition : target.Positions.PositionClosestTo(pos);
}
public WDist GetMinimumRange()
{
if (IsTraitDisabled)
return WDist.Zero;
// PERF: Avoid LINQ.
var min = WDist.MaxValue;
foreach (var armament in Armaments)
{
if (armament.IsTraitDisabled)
continue;
if (armament.OutOfAmmo)
continue;
var range = armament.Weapon.MinRange;
if (min > range)
min = range;
}
return min != WDist.MaxValue ? min : WDist.Zero;
}
public WDist GetMaximumRange()
{
if (IsTraitDisabled)
return WDist.Zero;
// PERF: Avoid LINQ.
var max = WDist.Zero;
foreach (var armament in Armaments)
{
if (armament.IsTraitDisabled)
continue;
if (armament.OutOfAmmo)
continue;
var range = armament.MaxRange();
if (max < range)
max = range;
}
return max;
}
public WDist GetMinimumRangeVersusTarget(Target target)
{
if (IsTraitDisabled)
return WDist.Zero;
// PERF: Avoid LINQ.
var min = WDist.MaxValue;
foreach (var armament in Armaments)
{
if (armament.IsTraitDisabled)
continue;
if (armament.OutOfAmmo)
continue;
if (!armament.Weapon.IsValidAgainst(target, self.World, self))
continue;
var range = armament.Weapon.MinRange;
if (min > range)
min = range;
}
return min != WDist.MaxValue ? min : WDist.Zero;
}
public WDist GetMaximumRangeVersusTarget(Target target)
{
if (IsTraitDisabled)
return WDist.Zero;
// PERF: Avoid LINQ.
var max = WDist.Zero;
foreach (var armament in Armaments)
{
if (armament.IsTraitDisabled)
continue;
if (armament.OutOfAmmo)
continue;
if (!armament.Weapon.IsValidAgainst(target, self.World, self))
continue;
var range = armament.MaxRange();
if (max < range)
max = range;
}
return max;
}
// Enumerates all armaments, that this actor possesses, that can be used against Target t
public IEnumerable<Armament> ChooseArmamentsForTarget(Target t, bool forceAttack)
{
// If force-fire is not used, and the target requires force-firing or the target is
// terrain or invalid, no armaments can be used
if (!forceAttack && (t.Type == TargetType.Terrain || t.Type == TargetType.Invalid || t.RequiresForceFire))
return Enumerable.Empty<Armament>();
// Get target's owner; in case of terrain or invalid target there will be no problems
// with owner == null since forceFire will have to be true in this part of the method
// (short-circuiting in the logical expression below)
Player owner = null;
if (t.Type == TargetType.FrozenActor)
{
owner = t.FrozenActor.Owner;
}
else if (t.Type == TargetType.Actor)
{
owner = t.Actor.EffectiveOwner != null && t.Actor.EffectiveOwner.Owner != null
? t.Actor.EffectiveOwner.Owner
: t.Actor.Owner;
// Special cases for spies so we don't kill friendly disguised spies
// and enable dogs to kill enemy disguised spies.
if (self.Owner.Stances[t.Actor.Owner] == Stance.Ally || self.Info.HasTraitInfo<IgnoresDisguiseInfo>())
owner = t.Actor.Owner;
}
return Armaments.Where(a =>
!a.IsTraitDisabled
&& (owner == null || (forceAttack ? a.Info.ForceTargetStances : a.Info.TargetStances)
.HasStance(self.Owner.Stances[owner]))
&& a.Weapon.IsValidAgainst(t, self.World, self));
}
public void AttackTarget(Target target, bool queued, bool allowMove, bool forceAttack = false)
{
if (self.IsDisabled() || IsTraitDisabled)
return;
if (!target.IsValidFor(self))
return;
if (!queued)
self.CancelActivity();
self.QueueActivity(GetAttackActivity(self, target, allowMove, forceAttack));
}
public bool IsReachableTarget(Target target, bool allowMove)
{
return HasAnyValidWeapons(target)
&& (target.IsInRange(self.CenterPosition, GetMaximumRangeVersusTarget(target)) || (allowMove && self.Info.HasTraitInfo<IMoveInfo>()));
}
public Stance UnforcedAttackTargetStances()
{
// PERF: Avoid LINQ.
var stances = Stance.None;
foreach (var armament in Armaments)
if (!armament.IsTraitDisabled)
stances |= armament.Info.TargetStances;
return stances;
}
class AttackOrderTargeter : IOrderTargeter
{
readonly AttackBase ab;
public AttackOrderTargeter(AttackBase ab, int priority, bool negativeDamage)
{
this.ab = ab;
OrderID = ab.attackOrderName;
OrderPriority = priority;
}
public string OrderID { get; private set; }
public int OrderPriority { get; private set; }
public bool TargetOverridesSelection(TargetModifiers modifiers) { return true; }
bool CanTargetActor(Actor self, Target target, ref TargetModifiers modifiers, ref string cursor)
{
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
if (modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
// Disguised actors are revealed by the attack cursor
// HACK: works around limitations in the targeting code that force the
// targeting and attacking logic (which should be logically separate)
// to use the same code
if (target.Type == TargetType.Actor && target.Actor.EffectiveOwner != null &&
target.Actor.EffectiveOwner.Disguised && self.Owner.Stances[target.Actor.Owner] == Stance.Enemy)
modifiers |= TargetModifiers.ForceAttack;
var forceAttack = modifiers.HasModifier(TargetModifiers.ForceAttack);
var armaments = ab.ChooseArmamentsForTarget(target, forceAttack);
if (!armaments.Any())
return false;
// Use valid armament with highest range out of those that have ammo
// If all are out of ammo, just use valid armament with highest range
armaments = armaments.OrderByDescending(x => x.MaxRange());
var a = armaments.FirstOrDefault(x => !x.OutOfAmmo);
if (a == null)
a = armaments.First();
cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
: ab.Info.Cursor ?? a.Info.Cursor;
if (!forceAttack)
return true;
OrderID = ab.forceAttackOrderName;
return true;
}
bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, TargetModifiers modifiers, ref string cursor)
{
if (!self.World.Map.Contains(location))
return false;
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
// Targeting the terrain is only possible with force-attack modifier
if (modifiers.HasModifier(TargetModifiers.ForceMove) || !modifiers.HasModifier(TargetModifiers.ForceAttack))
return false;
var target = Target.FromCell(self.World, location);
var armaments = ab.ChooseArmamentsForTarget(target, true);
if (!armaments.Any())
return false;
// Use valid armament with highest range out of those that have ammo
// If all are out of ammo, just use valid armament with highest range
armaments = armaments.OrderByDescending(x => x.MaxRange());
var a = armaments.FirstOrDefault(x => !x.OutOfAmmo);
if (a == null)
a = armaments.First();
cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
: ab.Info.Cursor ?? a.Info.Cursor;
OrderID = ab.forceAttackOrderName;
return true;
}
public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, ref TargetModifiers modifiers, ref string cursor)
{
switch (target.Type)
{
case TargetType.Actor:
case TargetType.FrozenActor:
return CanTargetActor(self, target, ref modifiers, ref cursor);
case TargetType.Terrain:
return CanTargetLocation(self, self.World.Map.CellContaining(target.CenterPosition), othersAtTarget, modifiers, ref cursor);
default:
return false;
}
}
public bool IsQueued { get; protected set; }
}
}
}