279 lines
9.5 KiB
C#
279 lines
9.5 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;
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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.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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/* non-turreted attack */
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public class Attack : Activity, IActivityNotifyStanceChanged
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{
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[Flags]
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protected enum AttackStatus { UnableToAttack, NeedsToTurn, NeedsToMove, Attacking }
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readonly IEnumerable<AttackFrontal> attackTraits;
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readonly RevealsShroud[] revealsShroud;
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readonly IMove move;
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readonly Mobile mobile;
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readonly IFacing facing;
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readonly IPositionable positionable;
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readonly bool forceAttack;
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readonly Color? targetLineColor;
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protected Target target;
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Target lastVisibleTarget;
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WDist lastVisibleMaximumRange;
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BitSet<TargetableType> lastVisibleTargetTypes;
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Player lastVisibleOwner;
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bool useLastVisibleTarget;
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bool wasMovingWithinRange;
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WDist minRange;
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WDist maxRange;
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AttackStatus attackStatus = AttackStatus.UnableToAttack;
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public Attack(Actor self, in Target target, bool allowMovement, bool forceAttack, 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.forceAttack = forceAttack;
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attackTraits = self.TraitsImplementing<AttackFrontal>().ToArray().Where(t => !t.IsTraitDisabled);
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revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
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facing = self.Trait<IFacing>();
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positionable = self.Trait<IPositionable>();
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var iMove = self.TraitOrDefault<IMove>();
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mobile = iMove as Mobile;
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move = allowMovement ? iMove : null;
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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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// Lambdas can't use 'in' variables, so capture a copy for later
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var rangeTarget = target;
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lastVisibleMaximumRange = attackTraits.Min(x => x.GetMaximumRangeVersusTarget(rangeTarget));
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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 virtual Target RecalculateTarget(Actor self, out bool targetIsHiddenActor)
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{
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return target.Recalculate(self.Owner, out targetIsHiddenActor);
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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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if (!attackTraits.Any())
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{
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Cancel(self);
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return false;
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}
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target = RecalculateTarget(self, 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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lastVisibleMaximumRange = attackTraits.Min(x => x.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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// If we are ticking again after previously sequencing a MoveWithRange then that move must have completed
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// Either we are in range and can see the target, or we've lost track of it and should give up
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if (wasMovingWithinRange && targetIsHiddenActor)
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return true;
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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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wasMovingWithinRange = false;
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var pos = self.CenterPosition;
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var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
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// We don't know where the target actually is, so move to where we last saw it
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if (useLastVisibleTarget)
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{
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// We've reached the assumed position but it is not there or we can't move any further - give up
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if (checkTarget.IsInRange(pos, lastVisibleMaximumRange) || move == null || lastVisibleMaximumRange == WDist.Zero)
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return true;
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// Move towards the last known position
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wasMovingWithinRange = true;
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QueueChild(move.MoveWithinRange(target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red));
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return false;
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}
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attackStatus = AttackStatus.UnableToAttack;
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foreach (var attack in attackTraits)
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{
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var status = TickAttack(self, attack);
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attack.IsAiming = status == AttackStatus.Attacking || status == AttackStatus.NeedsToTurn;
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}
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if (attackStatus.HasFlag(AttackStatus.NeedsToMove))
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wasMovingWithinRange = true;
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if (attackStatus >= AttackStatus.NeedsToTurn)
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return false;
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return true;
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}
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protected override void OnLastRun(Actor self)
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{
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foreach (var attack in attackTraits)
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attack.IsAiming = false;
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}
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protected virtual AttackStatus TickAttack(Actor self, AttackFrontal attack)
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{
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if (!target.IsValidFor(self))
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return AttackStatus.UnableToAttack;
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if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(target.Actor.Location, null, BlockedByActor.None))
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return AttackStatus.UnableToAttack;
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if (!attack.Info.TargetFrozenActors && !forceAttack && target.Type == TargetType.FrozenActor)
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{
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// Try to move within range, drop the target otherwise
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if (move == null)
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return AttackStatus.UnableToAttack;
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var rs = revealsShroud
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.Where(t => !t.IsTraitDisabled)
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.MaxByOrDefault(s => s.Range);
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// Default to 2 cells if there are no active traits
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var sightRange = rs != null ? rs.Range : WDist.FromCells(2);
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attackStatus |= AttackStatus.NeedsToMove;
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QueueChild(move.MoveWithinRange(target, sightRange, target.CenterPosition, Color.Red));
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return AttackStatus.NeedsToMove;
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}
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// Drop the target once none of the weapons are effective against it
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var armaments = attack.ChooseArmamentsForTarget(target, forceAttack).ToList();
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if (armaments.Count == 0)
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return AttackStatus.UnableToAttack;
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// Update ranges. Exclude paused armaments except when ALL weapons are paused
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// (e.g. out of ammo), in which case use the paused, valid weapon with highest range.
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var activeArmaments = armaments.Where(x => !x.IsTraitPaused).ToList();
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if (activeArmaments.Count != 0)
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{
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minRange = activeArmaments.Max(a => a.Weapon.MinRange);
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maxRange = activeArmaments.Min(a => a.MaxRange());
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}
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else
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{
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minRange = WDist.Zero;
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maxRange = armaments.Max(a => a.MaxRange());
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}
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var pos = self.CenterPosition;
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if (!target.IsInRange(pos, maxRange)
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|| (minRange.Length != 0 && target.IsInRange(pos, minRange))
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|| (mobile != null && !mobile.CanInteractWithGroundLayer(self)))
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{
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// Try to move within range, drop the target otherwise
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if (move == null)
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return AttackStatus.UnableToAttack;
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attackStatus |= AttackStatus.NeedsToMove;
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var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
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QueueChild(move.MoveWithinRange(target, minRange, maxRange, checkTarget.CenterPosition, Color.Red));
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return AttackStatus.NeedsToMove;
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}
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if (!attack.TargetInFiringArc(self, target, attack.Info.FacingTolerance))
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{
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// Mirror Turn activity checks.
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if (mobile == null || (!mobile.IsTraitDisabled && !mobile.IsTraitPaused))
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{
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// Don't queue a Turn activity: Executing a child takes an additional tick during which the target may have moved again.
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facing.Facing = Util.TickFacing(facing.Facing, (attack.GetTargetPosition(pos, target) - pos).Yaw, facing.TurnSpeed);
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// Check again if we turned enough and directly continue attacking if we did.
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if (!attack.TargetInFiringArc(self, target, attack.Info.FacingTolerance))
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{
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attackStatus |= AttackStatus.NeedsToTurn;
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return AttackStatus.NeedsToTurn;
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}
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}
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else
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{
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attackStatus |= AttackStatus.NeedsToTurn;
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return AttackStatus.NeedsToTurn;
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}
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}
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attackStatus |= AttackStatus.Attacking;
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DoAttack(self, attack, armaments);
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return AttackStatus.Attacking;
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}
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protected virtual void DoAttack(Actor self, AttackFrontal attack, IEnumerable<Armament> armaments)
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{
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if (!attack.IsTraitPaused)
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foreach (var a in armaments)
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a.CheckFire(self, facing, target);
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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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