Extract a common method for deciding if an attack should happen, and avoid LINQ inside this method.
280 lines
8.9 KiB
C#
280 lines
8.9 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.Collections.Generic;
|
|
using System.Drawing;
|
|
using System.Linq;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits
|
|
{
|
|
[Desc("The actor will automatically engage the enemy when it is in range.")]
|
|
public class AutoTargetInfo : ConditionalTraitInfo, Requires<AttackBaseInfo>, UsesInit<StanceInit>
|
|
{
|
|
[Desc("It will try to hunt down the enemy if it is not set to defend.")]
|
|
public readonly bool AllowMovement = true;
|
|
|
|
[Desc("Set to a value >1 to override weapons maximum range for this.")]
|
|
public readonly int ScanRadius = -1;
|
|
|
|
[Desc("Possible values are HoldFire, ReturnFire, Defend and AttackAnything.",
|
|
"Used for computer-controlled players, both Lua-scripted and regular Skirmish AI alike.")]
|
|
public readonly UnitStance InitialStanceAI = UnitStance.AttackAnything;
|
|
|
|
[Desc("Possible values are HoldFire, ReturnFire, Defend and AttackAnything. Used for human players.")]
|
|
public readonly UnitStance InitialStance = UnitStance.Defend;
|
|
|
|
[Desc("Allow the player to change the unit stance.")]
|
|
public readonly bool EnableStances = true;
|
|
|
|
[Desc("Ticks to wait until next AutoTarget: attempt.")]
|
|
public readonly int MinimumScanTimeInterval = 3;
|
|
|
|
[Desc("Ticks to wait until next AutoTarget: attempt.")]
|
|
public readonly int MaximumScanTimeInterval = 8;
|
|
|
|
public readonly bool TargetWhenIdle = true;
|
|
|
|
public readonly bool TargetWhenDamaged = true;
|
|
|
|
public override object Create(ActorInitializer init) { return new AutoTarget(init, this); }
|
|
}
|
|
|
|
public enum UnitStance { HoldFire, ReturnFire, Defend, AttackAnything }
|
|
|
|
public class AutoTarget : ConditionalTrait<AutoTargetInfo>, INotifyIdle, INotifyDamage, ITick, IResolveOrder, ISync
|
|
{
|
|
readonly AttackBase[] attackBases;
|
|
readonly IEnumerable<AttackBase> activeAttackBases;
|
|
readonly AttackFollow[] attackFollows;
|
|
[Sync] int nextScanTime = 0;
|
|
|
|
public UnitStance Stance;
|
|
[Sync] public Actor Aggressor;
|
|
[Sync] public Actor TargetedActor;
|
|
|
|
// NOT SYNCED: do not refer to this anywhere other than UI code
|
|
public UnitStance PredictedStance;
|
|
|
|
public AutoTarget(ActorInitializer init, AutoTargetInfo info)
|
|
: base(info)
|
|
{
|
|
var self = init.Self;
|
|
attackBases = self.TraitsImplementing<AttackBase>().ToArray();
|
|
activeAttackBases = attackBases.Where(Exts.IsTraitEnabled);
|
|
|
|
if (init.Contains<StanceInit>())
|
|
Stance = init.Get<StanceInit, UnitStance>();
|
|
else
|
|
Stance = self.Owner.IsBot || !self.Owner.Playable ? info.InitialStanceAI : info.InitialStance;
|
|
|
|
PredictedStance = Stance;
|
|
attackFollows = self.TraitsImplementing<AttackFollow>().ToArray();
|
|
}
|
|
|
|
public void ResolveOrder(Actor self, Order order)
|
|
{
|
|
if (order.OrderString == "SetUnitStance" && Info.EnableStances)
|
|
Stance = (UnitStance)order.ExtraData;
|
|
}
|
|
|
|
public void Damaged(Actor self, AttackInfo e)
|
|
{
|
|
if (IsTraitDisabled)
|
|
return;
|
|
|
|
if (!self.IsIdle || !Info.TargetWhenDamaged)
|
|
return;
|
|
|
|
var attacker = e.Attacker;
|
|
if (attacker.Disposed || Stance < UnitStance.ReturnFire)
|
|
return;
|
|
|
|
if (!attacker.IsInWorld && !attacker.Disposed)
|
|
{
|
|
// If the aggressor is in a transport, then attack the transport instead
|
|
var passenger = attacker.TraitOrDefault<Passenger>();
|
|
if (passenger != null && passenger.Transport != null)
|
|
attacker = passenger.Transport;
|
|
}
|
|
|
|
// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
|
|
if (attackBases.All(a => a.IsTraitDisabled || !a.HasAnyValidWeapons(Target.FromActor(attacker))))
|
|
return;
|
|
|
|
// don't retaliate against own units force-firing on us. It's usually not what the player wanted.
|
|
if (attacker.AppearsFriendlyTo(self))
|
|
return;
|
|
|
|
// don't retaliate against healers
|
|
if (e.Damage.Value < 0)
|
|
return;
|
|
|
|
Aggressor = attacker;
|
|
|
|
bool allowMove;
|
|
if (ShouldAttack(out allowMove))
|
|
Attack(self, Aggressor, allowMove);
|
|
}
|
|
|
|
public void TickIdle(Actor self)
|
|
{
|
|
if (IsTraitDisabled)
|
|
return;
|
|
|
|
if (Stance < UnitStance.Defend || !Info.TargetWhenIdle)
|
|
return;
|
|
|
|
bool allowMove;
|
|
if (ShouldAttack(out allowMove))
|
|
ScanAndAttack(self, allowMove);
|
|
}
|
|
|
|
bool ShouldAttack(out bool allowMove)
|
|
{
|
|
allowMove = Info.AllowMovement && Stance != UnitStance.Defend;
|
|
|
|
// PERF: Avoid LINQ.
|
|
foreach (var attackFollow in attackFollows)
|
|
if (!attackFollow.IsTraitDisabled && attackFollow.IsReachableTarget(attackFollow.Target, allowMove))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public void Tick(Actor self)
|
|
{
|
|
if (IsTraitDisabled)
|
|
return;
|
|
|
|
if (nextScanTime > 0)
|
|
--nextScanTime;
|
|
}
|
|
|
|
public Actor ScanForTarget(Actor self, bool allowMove)
|
|
{
|
|
if (nextScanTime <= 0 && activeAttackBases.Any())
|
|
{
|
|
nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval);
|
|
|
|
foreach (var ab in activeAttackBases)
|
|
{
|
|
// If we can't attack right now, there's no need to try and find a target.
|
|
var attackStances = ab.UnforcedAttackTargetStances();
|
|
if (attackStances != OpenRA.Traits.Stance.None)
|
|
{
|
|
var range = Info.ScanRadius > 0 ? WDist.FromCells(Info.ScanRadius) : ab.GetMaximumRange();
|
|
return ChooseTarget(self, ab, attackStances, range, allowMove);
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public void ScanAndAttack(Actor self, bool allowMove)
|
|
{
|
|
var targetActor = ScanForTarget(self, allowMove);
|
|
if (targetActor != null)
|
|
Attack(self, targetActor, allowMove);
|
|
}
|
|
|
|
void Attack(Actor self, Actor targetActor, bool allowMove)
|
|
{
|
|
TargetedActor = targetActor;
|
|
var target = Target.FromActor(targetActor);
|
|
self.SetTargetLine(target, Color.Red, false);
|
|
|
|
foreach (var ab in activeAttackBases)
|
|
ab.AttackTarget(target, false, allowMove);
|
|
}
|
|
|
|
Actor ChooseTarget(Actor self, AttackBase ab, Stance attackStances, WDist range, bool allowMove)
|
|
{
|
|
var actorsByArmament = new Dictionary<Armament, List<Actor>>();
|
|
var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, range);
|
|
foreach (var actor in actorsInRange)
|
|
{
|
|
// PERF: Most units can only attack enemy units. If this is the case but the target is not an enemy, we
|
|
// can bail early and avoid the more expensive targeting checks and armament selection. For groups of
|
|
// allied units, this helps significantly reduce the cost of auto target scans. This is important as
|
|
// these groups will continuously rescan their allies until an enemy finally comes into range.
|
|
if (attackStances == OpenRA.Traits.Stance.Enemy && !actor.AppearsHostileTo(self))
|
|
continue;
|
|
|
|
if (PreventsAutoTarget(self, actor) || !self.Owner.CanTargetActor(actor))
|
|
continue;
|
|
|
|
// Select only the first compatible armament for each actor: if this actor is selected
|
|
// it will be thanks to the first armament anyways, since that is the first selection
|
|
// criterion
|
|
var target = Target.FromActor(actor);
|
|
var armaments = ab.ChooseArmamentsForTarget(target, false);
|
|
if (!allowMove)
|
|
armaments = armaments.Where(arm =>
|
|
target.IsInRange(self.CenterPosition, arm.MaxRange()) &&
|
|
!target.IsInRange(self.CenterPosition, arm.Weapon.MinRange));
|
|
|
|
var armament = armaments.FirstOrDefault();
|
|
if (armament == null)
|
|
continue;
|
|
|
|
List<Actor> actors;
|
|
if (actorsByArmament.TryGetValue(armament, out actors))
|
|
actors.Add(actor);
|
|
else
|
|
actorsByArmament.Add(armament, new List<Actor> { actor });
|
|
}
|
|
|
|
// Armaments are enumerated in attack.Armaments in construct order
|
|
// When autotargeting, first choose targets according to the used armament construct order
|
|
// And then according to distance from actor
|
|
// This enables preferential treatment of certain armaments
|
|
// (e.g. tesla trooper's tesla zap should have precedence over tesla charge)
|
|
foreach (var arm in ab.Armaments)
|
|
{
|
|
List<Actor> actors;
|
|
if (actorsByArmament.TryGetValue(arm, out actors))
|
|
return actors.ClosestTo(self);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
bool PreventsAutoTarget(Actor attacker, Actor target)
|
|
{
|
|
foreach (var pat in target.TraitsImplementing<IPreventsAutoTarget>())
|
|
if (pat.PreventsAutoTarget(target, attacker))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
[Desc("Will not get automatically targeted by enemy (like walls)")]
|
|
class AutoTargetIgnoreInfo : TraitInfo<AutoTargetIgnore> { }
|
|
class AutoTargetIgnore : IPreventsAutoTarget
|
|
{
|
|
public bool PreventsAutoTarget(Actor self, Actor attacker)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
public class StanceInit : IActorInit<UnitStance>
|
|
{
|
|
[FieldFromYamlKey] readonly UnitStance value = UnitStance.AttackAnything;
|
|
public StanceInit() { }
|
|
public StanceInit(UnitStance init) { value = init; }
|
|
public UnitStance Value(World world) { return value; }
|
|
}
|
|
}
|