Files
OpenRA/OpenRA.Mods.Common/Activities/Move/AttackMoveActivity.cs
2021-06-29 18:33:21 -05:00

111 lines
3.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class AttackMoveActivity : Activity
{
readonly Func<Activity> getMove;
readonly bool isAssaultMove;
readonly AutoTarget autoTarget;
readonly AttackMove attackMove;
bool runningMoveActivity = false;
int token = Actor.InvalidConditionToken;
Target target = Target.Invalid;
public AttackMoveActivity(Actor self, Func<Activity> getMove, bool assaultMoving = false)
{
this.getMove = getMove;
autoTarget = self.TraitOrDefault<AutoTarget>();
attackMove = self.TraitOrDefault<AttackMove>();
isAssaultMove = assaultMoving;
ChildHasPriority = false;
}
protected override void OnFirstRun(Actor self)
{
if (attackMove == null || autoTarget == null)
{
QueueChild(getMove());
return;
}
if (isAssaultMove)
token = self.GrantCondition(attackMove.Info.AssaultMoveCondition);
else
token = self.GrantCondition(attackMove.Info.AttackMoveCondition);
}
public override bool Tick(Actor self)
{
if (IsCanceling || attackMove == null || autoTarget == null)
return TickChild(self);
// We are currently not attacking, so scan for new targets.
if (ChildActivity == null || runningMoveActivity)
{
// Use the standard ScanForTarget rate limit while we are running the move activity to save performance.
// Override the rate limit if our attack activity has completed so we can immediately acquire a new target instead of moving.
target = autoTarget.ScanForTarget(self, false, true, !runningMoveActivity);
// Cancel the current move activity and queue attack activities if we find a new target.
if (target.Type != TargetType.Invalid)
{
runningMoveActivity = false;
ChildActivity?.Cancel(self);
foreach (var ab in autoTarget.ActiveAttackBases)
QueueChild(ab.GetAttackActivity(self, AttackSource.AttackMove, target, false, false));
}
// Continue with the move activity (or queue a new one) when there are no targets.
if (ChildActivity == null)
{
runningMoveActivity = true;
QueueChild(getMove());
}
}
// If the move activity finished, we have reached our destination and there are no more enemies on our path.
return TickChild(self) && runningMoveActivity;
}
protected override void OnLastRun(Actor self)
{
if (token != Actor.InvalidConditionToken)
token = self.RevokeCondition(token);
}
public override IEnumerable<Target> GetTargets(Actor self)
{
if (ChildActivity != null)
return ChildActivity.GetTargets(self);
return Target.None;
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
foreach (var n in getMove().TargetLineNodes(self))
yield return n;
yield break;
}
}
}