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

92 lines
3.3 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.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Follow : Activity
{
readonly WDist minRange;
readonly WDist maxRange;
readonly IMove move;
readonly Color? targetLineColor;
Target target;
Target lastVisibleTarget;
bool useLastVisibleTarget;
bool wasMovingWithinRange;
public Follow(Actor self, in Target target, WDist minRange, WDist maxRange,
WPos? initialTargetPosition, Color? targetLineColor = null)
{
this.target = target;
this.minRange = minRange;
this.maxRange = maxRange;
this.targetLineColor = targetLineColor;
move = self.Trait<IMove>();
// The target may become hidden between the initial order request and the first tick (e.g. if queued)
// Moving to any position (even if quite stale) is still better than immediately giving up
if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
lastVisibleTarget = Target.FromPos(target.CenterPosition);
else if (initialTargetPosition.HasValue)
lastVisibleTarget = Target.FromPos(initialTargetPosition.Value);
}
public override bool Tick(Actor self)
{
if (IsCanceling)
return true;
target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
lastVisibleTarget = Target.FromTargetPositions(target);
useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
// If we are ticking again after previously sequencing a MoveWithRange then that move must have completed
// Either we are in range and can see the target, or we've lost track of it and should give up
if (wasMovingWithinRange && targetIsHiddenActor)
return true;
wasMovingWithinRange = false;
// Target is hidden or dead, and we don't have a fallback position to move towards
if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
return true;
var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
// We've reached the required range - if the target is visible and valid then we wait
// otherwise if it is hidden or dead we give up
if (checkTarget.IsInRange(pos, maxRange) && !checkTarget.IsInRange(pos, minRange))
return useLastVisibleTarget;
// Move into range
wasMovingWithinRange = true;
QueueChild(move.MoveWithinRange(target, minRange, maxRange, checkTarget.CenterPosition, targetLineColor));
return false;
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (targetLineColor != null)
yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
}
}
}