Files
OpenRA/OpenRA.Mods.Common/Activities/Air/ReturnToBase.cs
reaperrr ee00954f2e Replace AmmoPool lookup methods with properties
And gave the more suitable names while at it.
This is more in line with how we do things in
other places.
2019-11-20 15:45:41 +01:00

139 lines
4.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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 System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class ReturnToBase : Activity
{
readonly Aircraft aircraft;
readonly RepairableInfo repairableInfo;
readonly Rearmable rearmable;
readonly bool alwaysLand;
Actor dest;
int facing = -1;
public ReturnToBase(Actor self, Actor dest = null, bool alwaysLand = false)
{
this.dest = dest;
this.alwaysLand = alwaysLand;
aircraft = self.Trait<Aircraft>();
repairableInfo = self.Info.TraitInfoOrDefault<RepairableInfo>();
rearmable = self.TraitOrDefault<Rearmable>();
}
public static Actor ChooseResupplier(Actor self, bool unreservedOnly)
{
var rearmInfo = self.Info.TraitInfoOrDefault<RearmableInfo>();
if (rearmInfo == null)
return null;
return self.World.ActorsHavingTrait<Reservable>()
.Where(a => !a.IsDead
&& a.Owner == self.Owner
&& rearmInfo.RearmActors.Contains(a.Info.Name)
&& (!unreservedOnly || Reservable.IsAvailableFor(a, self)))
.ClosestTo(self);
}
bool ShouldLandAtBuilding(Actor self, Actor dest)
{
if (alwaysLand)
return true;
if (repairableInfo != null && repairableInfo.RepairActors.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged)
return true;
return rearmable != null && rearmable.Info.RearmActors.Contains(dest.Info.Name)
&& rearmable.RearmableAmmoPools.Any(p => !p.HasFullAmmo);
}
public override bool Tick(Actor self)
{
// Refuse to take off if it would land immediately again.
// Special case: Don't kill other deploy hotkey activities.
if (aircraft.ForceLanding)
return true;
if (IsCanceling || self.IsDead)
return true;
if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self))
dest = ChooseResupplier(self, true);
if (dest == null)
{
var nearestResupplier = ChooseResupplier(self, false);
if (nearestResupplier != null)
{
if (aircraft.Info.CanHover)
{
var distanceFromResupplier = (nearestResupplier.CenterPosition - self.CenterPosition).HorizontalLength;
var distanceLength = aircraft.Info.WaitDistanceFromResupplyBase.Length;
// If no pad is available, move near one and wait
if (distanceFromResupplier > distanceLength)
{
var randomPosition = WVec.FromPDF(self.World.SharedRandom, 2) * distanceLength / 1024;
var target = Target.FromPos(nearestResupplier.CenterPosition + randomPosition);
QueueChild(new Fly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green));
}
return false;
}
QueueChild(new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green));
QueueChild(new FlyIdle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport));
return false;
}
// Prevent an infinite loop in case we'd return to the activity that called ReturnToBase in the first place. Go idle instead.
self.CancelActivity();
return true;
}
if (ShouldLandAtBuilding(self, dest))
{
var exit = dest.FirstExitOrDefault(null);
var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
if (aircraft.Info.TurnToDock || !aircraft.Info.VTOL)
facing = aircraft.Info.InitialFacing;
aircraft.MakeReservation(dest);
QueueChild(new Land(self, Target.FromActor(dest), offset, facing, Color.Green));
QueueChild(new Resupply(self, dest, WDist.Zero, alwaysLand));
return true;
}
QueueChild(new Fly(self, Target.FromActor(dest), targetLineColor: Color.Green));
return true;
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (ChildActivity == null)
yield return new TargetLineNode(Target.FromActor(dest), Color.Green);
else
foreach (var n in ChildActivity.TargetLineNodes(self))
yield return n;
}
}
}