Files
OpenRA/OpenRA.Mods.Cnc/Activities/LeapAttack.cs
2019-03-04 18:26:42 +00:00

146 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Cnc.Traits;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Activities
{
public class LeapAttack : Activity
{
readonly AttackLeapInfo info;
readonly AttackLeap attack;
readonly Mobile mobile;
readonly bool allowMovement;
Target target;
Target lastVisibleTarget;
bool useLastVisibleTarget;
WDist lastVisibleMinRange;
WDist lastVisibleMaxRange;
public LeapAttack(Actor self, Target target, bool allowMovement, AttackLeap attack, AttackLeapInfo info)
{
this.target = target;
this.info = info;
this.attack = attack;
this.allowMovement = allowMovement;
mobile = self.Trait<Mobile>();
// 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);
lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
}
}
protected override void OnFirstRun(Actor self)
{
attack.IsAiming = true;
}
public override Activity Tick(Actor self)
{
// Run this even if the target became invalid to avoid visual glitches
if (ChildActivity != null)
{
ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
return this;
}
if (IsCanceled)
return NextActivity;
bool targetIsHiddenActor;
target = target.Recalculate(self.Owner, out targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
{
lastVisibleTarget = Target.FromTargetPositions(target);
lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
}
var oldUseLastVisibleTarget = useLastVisibleTarget;
useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
// Update target lines if required
if (useLastVisibleTarget != oldUseLastVisibleTarget)
self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, Color.Red, false);
// Target is hidden or dead, and we don't have a fallback position to move towards
if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
return NextActivity;
var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
if (!checkTarget.IsInRange(pos, lastVisibleMaxRange) || checkTarget.IsInRange(pos, lastVisibleMinRange))
{
if (!allowMovement || lastVisibleMaxRange == WDist.Zero || lastVisibleMaxRange < lastVisibleMinRange)
return NextActivity;
QueueChild(mobile.MoveWithinRange(target, lastVisibleMinRange, lastVisibleMaxRange, checkTarget.CenterPosition, Color.Red));
return this;
}
// Ready to leap, but target isn't visible
if (targetIsHiddenActor || target.Type != TargetType.Actor)
return NextActivity;
// Target is not valid
if (!target.IsValidFor(self) || !attack.HasAnyValidWeapons(target))
return NextActivity;
var edible = target.Actor.TraitOrDefault<EdibleByLeap>();
if (edible == null || !edible.CanLeap(self))
return NextActivity;
// Can't leap yet
if (attack.Armaments.All(a => a.IsReloading))
return this;
// Use CenterOfSubCell with ToSubCell instead of target.Centerposition
// to avoid continuous facing adjustments as the target moves
var targetMobile = target.Actor.TraitOrDefault<Mobile>();
var targetSubcell = targetMobile != null ? targetMobile.ToSubCell : SubCell.Any;
var destination = self.World.Map.CenterOfSubCell(target.Actor.Location, targetSubcell);
var origin = self.World.Map.CenterOfSubCell(self.Location, mobile.FromSubCell);
var desiredFacing = (destination - origin).Yaw.Facing;
if (mobile.Facing != desiredFacing)
{
QueueChild(new Turn(self, desiredFacing));
return this;
}
QueueChild(new Leap(self, target, mobile, targetMobile, info.Speed.Length, attack, edible));
// Re-queue the child activities to kill the target if it didn't die in one go
return this;
}
protected override void OnLastRun(Actor self)
{
attack.IsAiming = false;
}
}
}