Files
OpenRA/OpenRA.Mods.Common/Traits/AutoTarget.cs
2017-02-27 00:36:00 +01:00

286 lines
9.1 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 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;
activeAttackBases = self.TraitsImplementing<AttackBase>().ToArray().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?
var attackerAsTarget = Target.FromActor(attacker);
if (!activeAttackBases.Any(a => a.HasAnyValidWeapons(attackerAsTarget)))
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 : ConditionalTraitInfo
{
public override object Create(ActorInitializer init) { return new AutoTargetIgnore(this); }
}
class AutoTargetIgnore : ConditionalTrait<AutoTargetIgnoreInfo>, IPreventsAutoTarget
{
public AutoTargetIgnore(AutoTargetIgnoreInfo info)
: base(info) { }
public bool PreventsAutoTarget(Actor self, Actor attacker)
{
return !IsTraitDisabled;
}
}
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; }
}
}