Files
OpenRA/OpenRA.Mods.Common/Activities/Air/FlyFollow.cs
2019-03-04 18:26:42 +00:00

98 lines
3.6 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 OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class FlyFollow : Activity
{
readonly Aircraft aircraft;
readonly WDist minRange;
readonly WDist maxRange;
readonly Color? targetLineColor;
Target target;
Target lastVisibleTarget;
bool useLastVisibleTarget;
bool wasMovingWithinRange;
public FlyFollow(Actor self, Target target, WDist minRange, WDist maxRange,
WPos? initialTargetPosition, Color? targetLineColor = null)
{
this.target = target;
aircraft = self.Trait<Aircraft>();
this.minRange = minRange;
this.maxRange = maxRange;
this.targetLineColor = targetLineColor;
// 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);
else if (initialTargetPosition.HasValue)
lastVisibleTarget = Target.FromPos(initialTargetPosition.Value);
}
public override Activity Tick(Actor self)
{
// Refuse to take off if it would land immediately again.
if (aircraft.ForceLanding)
Cancel(self);
if (IsCanceled)
return NextActivity;
bool targetIsHiddenActor;
target = target.Recalculate(self.Owner, out targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
lastVisibleTarget = Target.FromTargetPositions(target);
var oldUseLastVisibleTarget = useLastVisibleTarget;
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 NextActivity;
wasMovingWithinRange = false;
// Update target lines if required
if (useLastVisibleTarget != oldUseLastVisibleTarget && targetLineColor.HasValue)
self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value, 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;
// We've reached the required range - if the target is visible and valid then we wait
// otherwise if it is hidden or dead we give up
if (checkTarget.IsInRange(pos, maxRange) && !checkTarget.IsInRange(pos, minRange))
{
Fly.FlyToward(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude);
return useLastVisibleTarget ? NextActivity : this;
}
wasMovingWithinRange = true;
return ActivityUtils.SequenceActivities(
aircraft.MoveWithinRange(target, minRange, maxRange, checkTarget.CenterPosition, targetLineColor),
this);
}
}
}