129 lines
3.9 KiB
C#
129 lines
3.9 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2016 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.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Activities
|
|
{
|
|
/* non-turreted attack */
|
|
public class Attack : Activity
|
|
{
|
|
[Flags]
|
|
enum AttackStatus { UnableToAttack, NeedsToTurn, NeedsToMove, Attacking }
|
|
|
|
protected readonly Target Target;
|
|
readonly AttackBase[] attackTraits;
|
|
readonly IMove move;
|
|
readonly IFacing facing;
|
|
readonly IPositionable positionable;
|
|
readonly bool forceAttack;
|
|
|
|
WDist minRange;
|
|
WDist maxRange;
|
|
Activity turnActivity;
|
|
Activity moveActivity;
|
|
AttackStatus attackStatus = AttackStatus.UnableToAttack;
|
|
|
|
public Attack(Actor self, Target target, bool allowMovement, bool forceAttack)
|
|
{
|
|
Target = target;
|
|
|
|
this.forceAttack = forceAttack;
|
|
|
|
attackTraits = self.TraitsImplementing<AttackBase>().ToArray();
|
|
facing = self.Trait<IFacing>();
|
|
positionable = self.Trait<IPositionable>();
|
|
|
|
move = allowMovement ? self.TraitOrDefault<IMove>() : null;
|
|
}
|
|
|
|
public override Activity Tick(Actor self)
|
|
{
|
|
turnActivity = moveActivity = null;
|
|
attackStatus = AttackStatus.UnableToAttack;
|
|
|
|
foreach (var attack in attackTraits.Where(x => !x.IsTraitDisabled))
|
|
{
|
|
var activity = InnerTick(self, attack);
|
|
attack.IsAttacking = activity == this;
|
|
}
|
|
|
|
if (attackStatus.HasFlag(AttackStatus.Attacking))
|
|
return this;
|
|
|
|
if (attackStatus.HasFlag(AttackStatus.NeedsToTurn))
|
|
return turnActivity;
|
|
|
|
if (attackStatus.HasFlag(AttackStatus.NeedsToMove))
|
|
return moveActivity;
|
|
|
|
return NextActivity;
|
|
}
|
|
|
|
protected virtual Activity InnerTick(Actor self, AttackBase attack)
|
|
{
|
|
if (IsCanceled)
|
|
return NextActivity;
|
|
|
|
var type = Target.Type;
|
|
if (!Target.IsValidFor(self) || type == TargetType.FrozenActor)
|
|
return NextActivity;
|
|
|
|
if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(Target.Actor.Location, null, false))
|
|
return NextActivity;
|
|
|
|
// Drop the target if it moves under the shroud / fog.
|
|
// HACK: This would otherwise break targeting frozen actors
|
|
// The problem is that Shroud.IsTargetable returns false (as it should) for
|
|
// frozen actors, but we do want to explicitly target the underlying actor here.
|
|
if (!attack.Info.IgnoresVisibility && type == TargetType.Actor && !Target.Actor.Info.HasTraitInfo<FrozenUnderFogInfo>() && !self.Owner.CanTargetActor(Target.Actor))
|
|
return NextActivity;
|
|
|
|
// Drop the target once none of the weapons are effective against it
|
|
var armaments = attack.ChooseArmamentsForTarget(Target, forceAttack).ToList();
|
|
if (armaments.Count == 0)
|
|
return NextActivity;
|
|
|
|
// Update ranges
|
|
minRange = armaments.Max(a => a.Weapon.MinRange);
|
|
maxRange = armaments.Min(a => a.MaxRange());
|
|
|
|
if (!Target.IsInRange(self.CenterPosition, maxRange) || Target.IsInRange(self.CenterPosition, minRange))
|
|
{
|
|
// Try to move within range, drop the target otherwise
|
|
if (move == null)
|
|
return NextActivity;
|
|
|
|
attackStatus |= AttackStatus.NeedsToMove;
|
|
moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
|
|
return NextActivity;
|
|
}
|
|
|
|
var desiredFacing = (Target.CenterPosition - self.CenterPosition).Yaw.Facing;
|
|
if (facing.Facing != desiredFacing)
|
|
{
|
|
attackStatus |= AttackStatus.NeedsToTurn;
|
|
turnActivity = ActivityUtils.SequenceActivities(new Turn(self, desiredFacing), this);
|
|
return NextActivity;
|
|
}
|
|
|
|
attackStatus |= AttackStatus.Attacking;
|
|
attack.DoAttack(self, Target, armaments);
|
|
|
|
return this;
|
|
}
|
|
}
|
|
}
|