Files
OpenRA/OpenRA.Mods.RA/AutoTarget.cs

149 lines
4.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
using System.Drawing;
using System.Linq;
namespace OpenRA.Mods.RA
{
[Desc("The actor will automatically engage the enemy when it is in range.")]
public class AutoTargetInfo : ITraitInfo, Requires<AttackBaseInfo>
{
[Desc("It will try to hunt down the enemy if it is not set to defend.")]
public readonly bool AllowMovement = true;
[Desc("Set to a value >1 to override weapons maximum range for this.")]
public readonly int ScanRadius = -1;
public readonly UnitStance InitialStance = UnitStance.AttackAnything;
[Desc("Ticks to wait until next AutoTarget: attempt.")]
public readonly int MinimumScanTimeInterval = 3;
[Desc("Ticks to wait until next AutoTarget: attempt.")]
public readonly int MaximumScanTimeInterval = 8;
public object Create(ActorInitializer init) { return new AutoTarget(init.self, this); }
}
public enum UnitStance { HoldFire, ReturnFire, Defend, AttackAnything };
public class AutoTarget : INotifyIdle, INotifyDamage, ITick, IResolveOrder, ISync
{
readonly AutoTargetInfo Info;
readonly AttackBase attack;
[Sync] public int nextScanTime = 0;
public UnitStance stance;
[Sync] public int stanceNumber { get { return (int)stance; } }
public UnitStance predictedStance; /* NOT SYNCED: do not refer to this anywhere other than UI code */
[Sync] public int AggressorID;
public AutoTarget(Actor self, AutoTargetInfo info)
{
Info = info;
attack = self.Trait<AttackBase>();
stance = Info.InitialStance;
predictedStance = stance;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "SetUnitStance")
stance = (UnitStance)order.TargetLocation.X;
}
public void Damaged(Actor self, AttackInfo e)
{
if (!self.IsIdle) return;
if (e.Attacker.Destroyed) return;
if (stance < UnitStance.ReturnFire) return;
// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
var attack = self.Trait<AttackBase>();
if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return;
// don't retaliate against own units force-firing on us. it's usually not what the player wanted.
if (e.Attacker.AppearsFriendlyTo(self)) return;
if (e.Damage < 0) return; // don't retaliate against healers
AggressorID = (int)e.Attacker.ActorID;
attack.AttackTarget(Target.FromActor(e.Attacker), false, Info.AllowMovement && stance != UnitStance.Defend);
}
public void TickIdle(Actor self)
{
if (stance < UnitStance.Defend) return;
var target = ScanForTarget(self, null);
if (target != null)
{
var t = Target.FromActor(target);
self.SetTargetLine(t, Color.Red, false);
attack.AttackTarget(t, false, Info.AllowMovement && stance != UnitStance.Defend);
}
}
public void Tick(Actor self)
{
if (nextScanTime > 0)
--nextScanTime;
}
public Actor ScanForTarget(Actor self, Actor currentTarget)
{
var range = Info.ScanRadius > 0 ? WRange.FromCells(Info.ScanRadius) : attack.GetMaximumRange();
if (self.IsIdle || currentTarget == null || !Target.FromActor(currentTarget).IsInRange(self.CenterPosition, range))
if (nextScanTime <= 0)
return ChooseTarget(self, range);
return currentTarget;
}
public void ScanAndAttack(Actor self)
{
var targetActor = ScanForTarget(self, null);
if (targetActor != null)
attack.AttackTarget(Target.FromActor(targetActor), false, Info.AllowMovement && stance != UnitStance.Defend);
}
Actor ChooseTarget(Actor self, WRange range)
{
nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval);
var inRange = self.World.FindUnitsInCircle(self.CenterPosition, range);
if (self.Owner.HasFogVisibility())
{
return inRange
.Where(a => a.AppearsHostileTo(self))
.Where(a => !a.HasTrait<AutoTargetIgnore>())
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
.ClosestTo(self.CenterLocation);
}
else
{
return inRange
.Where(a => a.AppearsHostileTo(self))
.Where(a => !a.HasTrait<AutoTargetIgnore>())
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
.Where(a => self.Owner.Shroud.IsTargetable(a))
.ClosestTo(self.CenterLocation);
}
}
}
[Desc("Will not get automatically targeted by enemy (like walls)")]
class AutoTargetIgnoreInfo : TraitInfo<AutoTargetIgnore> { }
class AutoTargetIgnore { }
}