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

142 lines
4.2 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.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Actor will follow units until in range to attack them.")]
public class AttackFollowInfo : AttackBaseInfo
{
public override object Create(ActorInitializer init) { return new AttackFollow(init.Self, this); }
}
public class AttackFollow : AttackBase, INotifyOwnerChanged
{
public Target Target { get; protected set; }
public AttackFollow(Actor self, AttackFollowInfo info)
: base(self, info) { }
protected override void Tick(Actor self)
{
Target = Target.Recalculate(self.Owner);
if (IsTraitDisabled)
{
Target = Target.Invalid;
return;
}
DoAttack(self, Target);
IsAiming = Target.IsValidFor(self);
base.Tick(self);
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
{
return new AttackActivity(self, newTarget, allowMove, forceAttack);
}
public override void OnStopOrder(Actor self)
{
Target = Target.Invalid;
base.OnStopOrder(self);
}
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
Target = Target.Invalid;
}
class AttackActivity : Activity
{
readonly AttackFollow attack;
readonly RevealsShroud[] revealsShroud;
readonly IMove move;
readonly bool forceAttack;
Target target;
bool hasTicked;
public AttackActivity(Actor self, Target target, bool allowMove, bool forceAttack)
{
attack = self.Trait<AttackFollow>();
move = allowMove ? self.TraitOrDefault<IMove>() : null;
revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
this.target = target;
this.forceAttack = forceAttack;
}
public override Activity Tick(Actor self)
{
target = target.Recalculate(self.Owner);
if (IsCanceled || !target.IsValidFor(self))
return NextActivity;
if (attack.IsTraitPaused)
return this;
var weapon = attack.ChooseArmamentsForTarget(target, forceAttack).FirstOrDefault();
if (weapon != null)
{
// Check that AttackFollow hasn't cancelled the target by modifying attack.Target
// Having both this and AttackFollow modify that field is a horrible hack.
if (hasTicked && attack.Target.Type == TargetType.Invalid)
return NextActivity;
var targetIsMobile = (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<IMoveInfo>())
|| (target.Type == TargetType.FrozenActor && target.FrozenActor.Info.HasTraitInfo<IMoveInfo>());
// Try and sit at least one cell closer than the max range to give some leeway if the target starts moving.
var modifiedRange = weapon.MaxRange();
var maxRange = targetIsMobile ? new WDist(Math.Max(weapon.Weapon.MinRange.Length, modifiedRange.Length - 1024))
: modifiedRange;
// Most actors want to be able to see their target before shooting
if (!attack.Info.TargetFrozenActors && !forceAttack && target.Type == TargetType.FrozenActor)
{
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);
if (sightRange < maxRange)
maxRange = sightRange;
}
attack.Target = target;
hasTicked = true;
if (move != null)
return ActivityUtils.SequenceActivities(
move.MoveFollow(self, target, weapon.Weapon.MinRange, maxRange, targetLineColor: Color.Red),
this);
if (target.IsInRange(self.CenterPosition, weapon.MaxRange()) &&
!target.IsInRange(self.CenterPosition, weapon.Weapon.MinRange))
return this;
}
attack.Target = Target.Invalid;
return NextActivity;
}
}
}
}