Files
OpenRA/OpenRA.Mods.Common/Activities/Attack.cs
2019-01-26 22:53:46 +00:00

195 lines
6.2 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.Drawing;
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]
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;
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;
}
protected virtual Target RecalculateTarget(Actor self)
{
return target.Recalculate(self.Owner);
}
public override Activity Tick(Actor self)
{
target = RecalculateTarget(self);
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))
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, targetLineColor: 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;
moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(target, minRange, maxRange, targetLineColor: 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;
}
}
public static class TargetExts
{
/// <summary>Update (Frozen)Actor targets to account for visibility changes or actor replacement</summary>
public static Target Recalculate(this Target t, Player viewer)
{
// Check whether the target has transformed into something else
// HACK: This relies on knowing the internal implementation details of Target
if (t.Type == TargetType.Invalid && t.Actor != null && t.Actor.ReplacedByActor != null)
t = Target.FromActor(t.Actor.ReplacedByActor);
// Bot-controlled units aren't yet capable of understanding visibility changes
if (viewer.IsBot)
return t;
if (t.Type == TargetType.Actor)
{
// Actor has been hidden under the fog
if (!t.Actor.CanBeViewedByPlayer(viewer))
{
// Replace with FrozenActor if applicable, otherwise drop the target
var frozen = viewer.FrozenActorLayer.FromID(t.Actor.ActorID);
return frozen != null ? Target.FromFrozenActor(frozen) : Target.Invalid;
}
}
else if (t.Type == TargetType.FrozenActor)
{
// Frozen actor has been revealed
if (!t.FrozenActor.Visible || !t.FrozenActor.IsValid)
{
// Original actor is still alive
if (t.FrozenActor.Actor != null && t.FrozenActor.Actor.CanBeViewedByPlayer(viewer))
return Target.FromActor(t.FrozenActor.Actor);
// Original actor was killed while hidden
if (t.Actor == null)
return Target.Invalid;
}
}
return t;
}
}
}