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

223 lines
7.5 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;
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
{
[Flags]
protected enum AttackStatus { UnableToAttack, NeedsToTurn, NeedsToMove, Attacking }
readonly AttackFrontal[] attackTraits;
readonly RevealsShroud[] revealsShroud;
readonly IMove move;
readonly IFacing facing;
readonly IPositionable positionable;
readonly bool forceAttack;
protected Target target;
Target lastVisibleTarget;
WDist lastVisibleMaximumRange;
bool useLastVisibleTarget;
bool wasMovingWithinRange;
WDist minRange;
WDist maxRange;
Activity turnActivity;
Activity moveActivity;
AttackStatus attackStatus = AttackStatus.UnableToAttack;
public Attack(Actor self, Target target, bool allowMovement, bool forceAttack)
{
this.target = target;
this.forceAttack = forceAttack;
attackTraits = self.TraitsImplementing<AttackFrontal>().ToArray();
revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
facing = self.Trait<IFacing>();
positionable = self.Trait<IPositionable>();
move = allowMovement ? self.TraitOrDefault<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);
lastVisibleMaximumRange = attackTraits.Where(x => !x.IsTraitDisabled)
.Min(x => x.GetMaximumRangeVersusTarget(target));
}
}
protected virtual Target RecalculateTarget(Actor self, out bool targetIsHiddenActor)
{
return target.Recalculate(self.Owner, out targetIsHiddenActor);
}
public override Activity Tick(Actor self)
{
if (IsCanceled)
return NextActivity;
bool targetIsHiddenActor;
target = RecalculateTarget(self, out targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
{
lastVisibleTarget = Target.FromTargetPositions(target);
lastVisibleMaximumRange = attackTraits.Where(x => !x.IsTraitDisabled)
.Min(x => x.GetMaximumRangeVersusTarget(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;
// 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;
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 NextActivity;
// Move towards the last known position
wasMovingWithinRange = true;
return ActivityUtils.SequenceActivities(
move.MoveWithinRange(target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red),
this);
}
turnActivity = moveActivity = null;
attackStatus = AttackStatus.UnableToAttack;
foreach (var attack in attackTraits.Where(x => !x.IsTraitDisabled))
{
var status = TickAttack(self, attack);
attack.IsAiming = status == AttackStatus.Attacking || status == AttackStatus.NeedsToTurn;
}
if (attackStatus.HasFlag(AttackStatus.Attacking))
return this;
if (attackStatus.HasFlag(AttackStatus.NeedsToTurn))
return turnActivity;
if (attackStatus.HasFlag(AttackStatus.NeedsToMove))
{
wasMovingWithinRange = true;
return moveActivity;
}
return NextActivity;
}
protected virtual AttackStatus TickAttack(Actor self, AttackFrontal attack)
{
if (IsCanceled)
return AttackStatus.UnableToAttack;
if (!target.IsValidFor(self))
return AttackStatus.UnableToAttack;
if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(target.Actor.Location, null, false))
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(Exts.IsTraitEnabled)
.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;
moveActivity = ActivityUtils.SequenceActivities(
move.MoveWithinRange(target, sightRange, target.CenterPosition, Color.Red),
this);
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
minRange = armaments.Max(a => a.Weapon.MinRange);
maxRange = armaments.Min(a => a.MaxRange());
var pos = self.CenterPosition;
var mobile = move as Mobile;
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;
moveActivity = ActivityUtils.SequenceActivities(
move.MoveWithinRange(target, minRange, maxRange, checkTarget.CenterPosition, Color.Red),
this);
return AttackStatus.NeedsToMove;
}
var targetedPosition = attack.GetTargetPosition(pos, target);
var desiredFacing = (targetedPosition - pos).Yaw.Facing;
if (!Util.FacingWithinTolerance(facing.Facing, desiredFacing, ((AttackFrontalInfo)attack.Info).FacingTolerance))
{
attackStatus |= AttackStatus.NeedsToTurn;
turnActivity = ActivityUtils.SequenceActivities(new Turn(self, desiredFacing), this);
return AttackStatus.NeedsToTurn;
}
attackStatus |= AttackStatus.Attacking;
attack.DoAttack(self, target, armaments);
return AttackStatus.Attacking;
}
}
}