Files
OpenRA/OpenRA.Mods.Common/Activities/Air/FlyAttack.cs
Paul Chote c34dd4b824 Allow Attack activities to target FrozenActors directly.
Removing the legacy FrozenActor to Actor workaround
fixes a number of long-standing bugs.

This also prevents units from losing their target when
it transforms into a different actor type.
2018-12-17 22:19:26 +01:00

79 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class FlyAttack : Activity
{
readonly Aircraft aircraft;
readonly AttackAircraft attackAircraft;
readonly Rearmable rearmable;
Target target;
int ticksUntilTurn;
public FlyAttack(Actor self, Target target)
{
this.target = target;
aircraft = self.Trait<Aircraft>();
attackAircraft = self.Trait<AttackAircraft>();
rearmable = self.TraitOrDefault<Rearmable>();
ticksUntilTurn = attackAircraft.AttackAircraftInfo.AttackTurnDelay;
}
public override Activity Tick(Actor self)
{
// Refuse to take off if it would land immediately again.
if (aircraft.ForceLanding)
{
Cancel(self);
return NextActivity;
}
target = target.Recalculate(self.Owner);
if (!target.IsValidFor(self))
return NextActivity;
// If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload and then resume the activity
if (rearmable != null && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
return ActivityUtils.SequenceActivities(new ReturnToBase(self, aircraft.Info.AbortOnResupply), this);
attackAircraft.DoAttack(self, target);
if (ChildActivity == null)
{
if (IsCanceled)
return NextActivity;
// TODO: This should fire each weapon at its maximum range
if (attackAircraft != null && target.IsInRange(self.CenterPosition, attackAircraft.Armaments.Where(Exts.IsTraitEnabled).Select(a => a.Weapon.MinRange).Min()))
ChildActivity = ActivityUtils.SequenceActivities(new FlyTimed(ticksUntilTurn, self), new Fly(self, target), new FlyTimed(ticksUntilTurn, self));
else
ChildActivity = ActivityUtils.SequenceActivities(new Fly(self, target), new FlyTimed(ticksUntilTurn, self));
// HACK: This needs to be done in this round-about way because TakeOff doesn't behave as expected when it doesn't have a NextActivity.
if (self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length < aircraft.Info.MinAirborneAltitude)
ChildActivity = ActivityUtils.SequenceActivities(new TakeOff(self), ChildActivity);
}
ActivityUtils.RunActivity(self, ChildActivity);
return this;
}
}
}