148 lines
4.2 KiB
C#
148 lines
4.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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class SandwormInfo : WandersInfo, Requires<MobileInfo>, Requires<AttackBaseInfo>
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{
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[Desc("Time between rescanning for targets (in ticks).")]
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public readonly int TargetRescanInterval = 125;
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[Desc("The radius in which the worm \"searches\" for targets.")]
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public readonly WDist MaxSearchRadius = WDist.FromCells(20);
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[Desc("The range at which the worm launches an attack regardless of noise levels.")]
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public readonly WDist IgnoreNoiseAttackRange = WDist.FromCells(3);
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[Desc("The chance this actor has of disappearing after it attacks (in %).")]
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public readonly int ChanceToDisappear = 100;
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public override object Create(ActorInitializer init) { return new Sandworm(init.Self, this); }
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}
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class Sandworm : Wanders, ITick, INotifyActorDisposing
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{
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public readonly SandwormInfo WormInfo;
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readonly ActorSpawnManager manager;
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readonly Mobile mobile;
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readonly AttackBase attackTrait;
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public bool IsMovingTowardTarget { get; private set; }
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public bool IsAttacking;
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int targetCountdown;
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bool disposed;
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public Sandworm(Actor self, SandwormInfo info)
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: base(self, info)
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{
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WormInfo = info;
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mobile = self.Trait<Mobile>();
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attackTrait = self.Trait<AttackBase>();
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manager = self.World.WorldActor.Trait<ActorSpawnManager>();
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}
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public override void DoAction(Actor self, CPos targetCell)
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{
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IsMovingTowardTarget = false;
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RescanForTargets(self);
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if (IsMovingTowardTarget)
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return;
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self.QueueActivity(mobile.MoveWithinRange(Target.FromCell(self.World, targetCell, SubCell.Any), WDist.FromCells(1), targetLineColor: Color.Red));
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}
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void ITick.Tick(Actor self)
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{
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if (--targetCountdown > 0 || IsAttacking || !self.IsInWorld)
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return;
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RescanForTargets(self);
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}
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void RescanForTargets(Actor self)
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{
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targetCountdown = WormInfo.TargetRescanInterval;
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// If close enough, we don't care about other actors.
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var target = self.World.FindActorsInCircle(self.CenterPosition, WormInfo.IgnoreNoiseAttackRange)
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.Select(t => Target.FromActor(t))
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.FirstOrDefault(t => attackTrait.HasAnyValidWeapons(t));
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if (target.Type == TargetType.Actor)
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{
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attackTrait.AttackTarget(target, AttackSource.AutoTarget, false, true, false);
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return;
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}
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bool IsValidTarget(Actor a)
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{
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if (!a.Info.HasTraitInfo<AttractsWormsInfo>())
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return false;
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return mobile.CanEnterCell(a.Location, null, BlockedByActor.None);
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}
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var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, WormInfo.MaxSearchRadius)
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.Where(IsValidTarget).SelectMany(a => a.TraitsImplementing<AttractsWorms>());
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var noiseDirection = actorsInRange.Aggregate(WVec.Zero, (a, b) => a + b.AttractionAtPosition(self.CenterPosition));
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// No target was found
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if (noiseDirection == WVec.Zero)
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return;
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var moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection);
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while (!self.World.Map.Contains(moveTo) || !mobile.CanEnterCell(moveTo, null, BlockedByActor.None))
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{
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// without this check, this while can be infinity loop
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if (moveTo == self.Location)
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{
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self.CancelActivity();
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return;
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}
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noiseDirection /= 2;
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moveTo = self.World.Map.CellContaining(self.CenterPosition + noiseDirection);
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}
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// Don't get stuck when the noise is distributed evenly! This will make the worm wander instead of trying to move to where it already is
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if (moveTo == self.Location)
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{
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self.CancelActivity();
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return;
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}
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self.QueueActivity(false, mobile.MoveTo(moveTo, 3));
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IsMovingTowardTarget = true;
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}
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void INotifyActorDisposing.Disposing(Actor self)
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{
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if (disposed)
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return;
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manager.DecreaseActorCount();
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disposed = true;
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}
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}
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}
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