152 lines
4.8 KiB
C#
152 lines
4.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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/* non-turreted attack */
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public class Attack : Activity
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{
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[Flags]
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protected enum AttackStatus { UnableToAttack, NeedsToTurn, NeedsToMove, Attacking }
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readonly AttackFrontal[] attackTraits;
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readonly RevealsShroud[] revealsShroud;
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readonly IMove move;
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readonly IFacing facing;
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readonly IPositionable positionable;
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readonly bool forceAttack;
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protected Target target;
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WDist minRange;
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WDist maxRange;
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Activity turnActivity;
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Activity moveActivity;
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AttackStatus attackStatus = AttackStatus.UnableToAttack;
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public Attack(Actor self, Target target, bool allowMovement, bool forceAttack)
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{
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this.target = target;
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this.forceAttack = forceAttack;
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attackTraits = self.TraitsImplementing<AttackFrontal>().ToArray();
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revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
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facing = self.Trait<IFacing>();
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positionable = self.Trait<IPositionable>();
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move = allowMovement ? self.TraitOrDefault<IMove>() : null;
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}
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protected virtual Target RecalculateTarget(Actor self)
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{
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return target.RecalculateInvalidatingHiddenTargets(self.Owner);
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}
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public override Activity Tick(Actor self)
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{
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target = RecalculateTarget(self);
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turnActivity = moveActivity = null;
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attackStatus = AttackStatus.UnableToAttack;
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foreach (var attack in attackTraits.Where(x => !x.IsTraitDisabled))
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{
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var status = TickAttack(self, attack);
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attack.IsAiming = status == AttackStatus.Attacking || status == AttackStatus.NeedsToTurn;
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}
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if (attackStatus.HasFlag(AttackStatus.Attacking))
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return this;
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if (attackStatus.HasFlag(AttackStatus.NeedsToTurn))
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return turnActivity;
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if (attackStatus.HasFlag(AttackStatus.NeedsToMove))
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return moveActivity;
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return NextActivity;
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}
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protected virtual AttackStatus TickAttack(Actor self, AttackFrontal attack)
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{
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if (IsCanceled)
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return AttackStatus.UnableToAttack;
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if (!target.IsValidFor(self))
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return AttackStatus.UnableToAttack;
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if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(target.Actor.Location, null, false))
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return AttackStatus.UnableToAttack;
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if (!attack.Info.TargetFrozenActors && !forceAttack && target.Type == TargetType.FrozenActor)
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{
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// Try to move within range, drop the target otherwise
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if (move == null)
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return AttackStatus.UnableToAttack;
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var rs = revealsShroud
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.Where(Exts.IsTraitEnabled)
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.MaxByOrDefault(s => s.Range);
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// Default to 2 cells if there are no active traits
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var sightRange = rs != null ? rs.Range : WDist.FromCells(2);
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attackStatus |= AttackStatus.NeedsToMove;
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moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(target, sightRange, targetLineColor: Color.Red), this);
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return AttackStatus.NeedsToMove;
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}
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// Drop the target once none of the weapons are effective against it
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var armaments = attack.ChooseArmamentsForTarget(target, forceAttack).ToList();
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if (armaments.Count == 0)
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return AttackStatus.UnableToAttack;
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// Update ranges
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minRange = armaments.Max(a => a.Weapon.MinRange);
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maxRange = armaments.Min(a => a.MaxRange());
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var pos = self.CenterPosition;
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var mobile = move as Mobile;
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if (!target.IsInRange(pos, maxRange)
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|| (minRange.Length != 0 && target.IsInRange(pos, minRange))
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|| (mobile != null && !mobile.CanInteractWithGroundLayer(self)))
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{
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// Try to move within range, drop the target otherwise
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if (move == null)
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return AttackStatus.UnableToAttack;
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attackStatus |= AttackStatus.NeedsToMove;
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moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(target, minRange, maxRange, targetLineColor: Color.Red), this);
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return AttackStatus.NeedsToMove;
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}
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var targetedPosition = attack.GetTargetPosition(pos, target);
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var desiredFacing = (targetedPosition - pos).Yaw.Facing;
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if (!Util.FacingWithinTolerance(facing.Facing, desiredFacing, ((AttackFrontalInfo)attack.Info).FacingTolerance))
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{
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attackStatus |= AttackStatus.NeedsToTurn;
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turnActivity = ActivityUtils.SequenceActivities(new Turn(self, desiredFacing), this);
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return AttackStatus.NeedsToTurn;
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}
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attackStatus |= AttackStatus.Attacking;
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attack.DoAttack(self, target, armaments);
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return AttackStatus.Attacking;
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}
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}
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}
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