Files
OpenRA/OpenRA.Mods.Common/Activities/Attack.cs
RoosterDragon 3275875ae5 Fix CA1851
2023-08-20 20:41:27 +02:00

279 lines
9.5 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
/* non-turreted attack */
public class Attack : Activity, IActivityNotifyStanceChanged
{
[Flags]
protected enum AttackStatus { UnableToAttack, NeedsToTurn, NeedsToMove, Attacking }
readonly IEnumerable<AttackFrontal> attackTraits;
readonly RevealsShroud[] revealsShroud;
readonly IMove move;
readonly Mobile mobile;
readonly IFacing facing;
readonly IPositionable positionable;
readonly bool forceAttack;
readonly Color? targetLineColor;
protected Target target;
Target lastVisibleTarget;
WDist lastVisibleMaximumRange;
BitSet<TargetableType> lastVisibleTargetTypes;
Player lastVisibleOwner;
bool useLastVisibleTarget;
bool wasMovingWithinRange;
WDist minRange;
WDist maxRange;
AttackStatus attackStatus = AttackStatus.UnableToAttack;
public Attack(Actor self, in Target target, bool allowMovement, bool forceAttack, Color? targetLineColor = null)
{
this.target = target;
this.targetLineColor = targetLineColor;
this.forceAttack = forceAttack;
attackTraits = self.TraitsImplementing<AttackFrontal>().ToArray().Where(t => !t.IsTraitDisabled);
revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
facing = self.Trait<IFacing>();
positionable = self.Trait<IPositionable>();
var iMove = self.TraitOrDefault<IMove>();
mobile = iMove as Mobile;
move = allowMovement ? iMove : null;
// The target may become hidden between the initial order request and the first tick (e.g. if queued)
// Moving to any position (even if quite stale) is still better than immediately giving up
if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
{
lastVisibleTarget = Target.FromPos(target.CenterPosition);
// Lambdas can't use 'in' variables, so capture a copy for later
var rangeTarget = target;
lastVisibleMaximumRange = attackTraits.Min(x => x.GetMaximumRangeVersusTarget(rangeTarget));
if (target.Type == TargetType.Actor)
{
lastVisibleOwner = target.Actor.Owner;
lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
}
else if (target.Type == TargetType.FrozenActor)
{
lastVisibleOwner = target.FrozenActor.Owner;
lastVisibleTargetTypes = target.FrozenActor.TargetTypes;
}
}
}
protected virtual Target RecalculateTarget(Actor self, out bool targetIsHiddenActor)
{
return target.Recalculate(self.Owner, out targetIsHiddenActor);
}
public override bool Tick(Actor self)
{
if (IsCanceling)
return true;
if (!attackTraits.Any())
{
Cancel(self);
return false;
}
target = RecalculateTarget(self, out var targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
{
lastVisibleTarget = Target.FromTargetPositions(target);
lastVisibleMaximumRange = attackTraits.Min(x => x.GetMaximumRangeVersusTarget(target));
lastVisibleOwner = target.Actor.Owner;
lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
}
useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
// If we are ticking again after previously sequencing a MoveWithRange then that move must have completed
// Either we are in range and can see the target, or we've lost track of it and should give up
if (wasMovingWithinRange && targetIsHiddenActor)
return true;
// Target is hidden or dead, and we don't have a fallback position to move towards
if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
return true;
wasMovingWithinRange = false;
var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
// We don't know where the target actually is, so move to where we last saw it
if (useLastVisibleTarget)
{
// We've reached the assumed position but it is not there or we can't move any further - give up
if (checkTarget.IsInRange(pos, lastVisibleMaximumRange) || move == null || lastVisibleMaximumRange == WDist.Zero)
return true;
// Move towards the last known position
wasMovingWithinRange = true;
QueueChild(move.MoveWithinRange(target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red));
return false;
}
attackStatus = AttackStatus.UnableToAttack;
foreach (var attack in attackTraits)
{
var status = TickAttack(self, attack);
attack.IsAiming = status == AttackStatus.Attacking || status == AttackStatus.NeedsToTurn;
}
if (attackStatus.HasFlag(AttackStatus.NeedsToMove))
wasMovingWithinRange = true;
if (attackStatus >= AttackStatus.NeedsToTurn)
return false;
return true;
}
protected override void OnLastRun(Actor self)
{
foreach (var attack in attackTraits)
attack.IsAiming = false;
}
protected virtual AttackStatus TickAttack(Actor self, AttackFrontal attack)
{
if (!target.IsValidFor(self))
return AttackStatus.UnableToAttack;
if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(target.Actor.Location, null, BlockedByActor.None))
return AttackStatus.UnableToAttack;
if (!attack.Info.TargetFrozenActors && !forceAttack && target.Type == TargetType.FrozenActor)
{
// Try to move within range, drop the target otherwise
if (move == null)
return AttackStatus.UnableToAttack;
var rs = revealsShroud
.Where(t => !t.IsTraitDisabled)
.MaxByOrDefault(s => s.Range);
// Default to 2 cells if there are no active traits
var sightRange = rs != null ? rs.Range : WDist.FromCells(2);
attackStatus |= AttackStatus.NeedsToMove;
QueueChild(move.MoveWithinRange(target, sightRange, target.CenterPosition, Color.Red));
return AttackStatus.NeedsToMove;
}
// Drop the target once none of the weapons are effective against it
var armaments = attack.ChooseArmamentsForTarget(target, forceAttack).ToList();
if (armaments.Count == 0)
return AttackStatus.UnableToAttack;
// Update ranges. Exclude paused armaments except when ALL weapons are paused
// (e.g. out of ammo), in which case use the paused, valid weapon with highest range.
var activeArmaments = armaments.Where(x => !x.IsTraitPaused).ToList();
if (activeArmaments.Count != 0)
{
minRange = activeArmaments.Max(a => a.Weapon.MinRange);
maxRange = activeArmaments.Min(a => a.MaxRange());
}
else
{
minRange = WDist.Zero;
maxRange = armaments.Max(a => a.MaxRange());
}
var pos = self.CenterPosition;
if (!target.IsInRange(pos, maxRange)
|| (minRange.Length != 0 && target.IsInRange(pos, minRange))
|| (mobile != null && !mobile.CanInteractWithGroundLayer(self)))
{
// Try to move within range, drop the target otherwise
if (move == null)
return AttackStatus.UnableToAttack;
attackStatus |= AttackStatus.NeedsToMove;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
QueueChild(move.MoveWithinRange(target, minRange, maxRange, checkTarget.CenterPosition, Color.Red));
return AttackStatus.NeedsToMove;
}
if (!attack.TargetInFiringArc(self, target, attack.Info.FacingTolerance))
{
// Mirror Turn activity checks.
if (mobile == null || (!mobile.IsTraitDisabled && !mobile.IsTraitPaused))
{
// Don't queue a Turn activity: Executing a child takes an additional tick during which the target may have moved again.
facing.Facing = Util.TickFacing(facing.Facing, (attack.GetTargetPosition(pos, target) - pos).Yaw, facing.TurnSpeed);
// Check again if we turned enough and directly continue attacking if we did.
if (!attack.TargetInFiringArc(self, target, attack.Info.FacingTolerance))
{
attackStatus |= AttackStatus.NeedsToTurn;
return AttackStatus.NeedsToTurn;
}
}
else
{
attackStatus |= AttackStatus.NeedsToTurn;
return AttackStatus.NeedsToTurn;
}
}
attackStatus |= AttackStatus.Attacking;
DoAttack(self, attack, armaments);
return AttackStatus.Attacking;
}
protected virtual void DoAttack(Actor self, AttackFrontal attack, IEnumerable<Armament> armaments)
{
if (!attack.IsTraitPaused)
foreach (var a in armaments)
a.CheckFire(self, facing, target);
}
void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance)
{
// Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting
if (newStance > oldStance || forceAttack)
return;
// If lastVisibleTarget is invalid we could never view the target in the first place, so we just drop it here too
if (!lastVisibleTarget.IsValidFor(self) || !autoTarget.HasValidTargetPriority(self, lastVisibleOwner, lastVisibleTargetTypes))
target = Target.Invalid;
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (targetLineColor != null)
yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
}
}
}