142 lines
4.2 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|
|
}
|