Files
OpenRA/OpenRA.Mods.Common/Traits/AutoTarget.cs
Pavel Penev f68da6ada7 Small refactoring to AutoTarget
- Move a check for AutoTargetIgnore up the chain
 - Simplify some LINQs to a single .FirstOrDefault()
 - Rename local variable
2015-10-21 21:09:26 +03:00

202 lines
6.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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 System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[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;
[Desc("Possible values are HoldFire, ReturnFire, Defend and AttackAnything.")]
public readonly UnitStance InitialStance = UnitStance.AttackAnything;
[Desc("Allow the player to change the unit stance.")]
public readonly bool EnableStances = true;
[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 readonly bool TargetWhenIdle = true;
public readonly bool TargetWhenDamaged = true;
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;
readonly AttackFollow at;
[Sync] int nextScanTime = 0;
public UnitStance Stance;
[Sync] public Actor Aggressor;
[Sync] public Actor TargetedActor;
// NOT SYNCED: do not refer to this anywhere other than UI code
public UnitStance PredictedStance;
public AutoTarget(Actor self, AutoTargetInfo info)
{
this.info = info;
attack = self.Trait<AttackBase>();
Stance = info.InitialStance;
PredictedStance = Stance;
at = self.TraitOrDefault<AttackFollow>();
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "SetUnitStance" && info.EnableStances)
Stance = (UnitStance)order.ExtraData;
}
public void Damaged(Actor self, AttackInfo e)
{
if (!self.IsIdle || !info.TargetWhenDamaged)
return;
var attacker = e.Attacker;
if (attacker.Disposed || Stance < UnitStance.ReturnFire)
return;
if (!attacker.IsInWorld && !attacker.Disposed)
{
// If the aggressor is in a transport, then attack the transport instead
var passenger = attacker.TraitOrDefault<Passenger>();
if (passenger != null && passenger.Transport != null)
attacker = passenger.Transport;
}
// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
if (!attack.HasAnyValidWeapons(Target.FromActor(attacker)))
return;
// don't retaliate against own units force-firing on us. It's usually not what the player wanted.
if (attacker.AppearsFriendlyTo(self))
return;
// don't retaliate against healers
if (e.Damage < 0)
return;
Aggressor = attacker;
var allowMove = info.AllowMovement && Stance != UnitStance.Defend;
if (at == null || !at.IsReachableTarget(at.Target, allowMove))
Attack(self, Aggressor, allowMove);
}
public void TickIdle(Actor self)
{
if (Stance < UnitStance.Defend || !info.TargetWhenIdle)
return;
var allowMove = info.AllowMovement && Stance != UnitStance.Defend;
if (at == null || !at.IsReachableTarget(at.Target, allowMove))
ScanAndAttack(self, allowMove);
}
public void Tick(Actor self)
{
if (nextScanTime > 0)
--nextScanTime;
}
public Actor ScanForTarget(Actor self, Actor currentTarget, bool allowMove)
{
if (nextScanTime <= 0)
{
var range = info.ScanRadius > 0 ? WDist.FromCells(info.ScanRadius) : attack.GetMaximumRange();
if (self.IsIdle || currentTarget == null || !Target.FromActor(currentTarget).IsInRange(self.CenterPosition, range))
{
nextScanTime = self.World.SharedRandom.Next(info.MinimumScanTimeInterval, info.MaximumScanTimeInterval);
return ChooseTarget(self, range, allowMove);
}
}
return currentTarget;
}
public void ScanAndAttack(Actor self, bool allowMove)
{
var targetActor = ScanForTarget(self, null, allowMove);
if (targetActor != null)
Attack(self, targetActor, allowMove);
}
void Attack(Actor self, Actor targetActor, bool allowMove)
{
TargetedActor = targetActor;
var target = Target.FromActor(targetActor);
self.SetTargetLine(target, Color.Red, false);
attack.AttackTarget(target, false, allowMove);
}
Actor ChooseTarget(Actor self, WDist range, bool allowMove)
{
var inRange = self.World.FindActorsInCircle(self.CenterPosition, range)
.Where(a => !a.Info.HasTraitInfo<AutoTargetIgnoreInfo>());
// Armaments are enumerated in attack.Armaments in construct order
// When autotargeting, first choose targets according to the used armament construct order
// And then according to distance from actor
// This enables preferential treatment of certain armaments
// (e.g. tesla trooper's tesla zap should have precedence over tesla charge)
var actorByArmament = inRange
// Select only the first compatible armament for each actor: if this actor is selected
// it will be thanks to the first armament anyways, since that is the first selection
// criterion
.Select(a =>
{
var target = Target.FromActor(a);
return new KeyValuePair<Armament, Actor>(
attack.ChooseArmamentsForTarget(target, false)
.FirstOrDefault(arm => allowMove
|| (target.IsInRange(self.CenterPosition, arm.MaxRange())
&& !target.IsInRange(self.CenterPosition, arm.Weapon.MinRange))), a);
})
.Where(kv => kv.Key != null)
.GroupBy(kv => kv.Key, kv => kv.Value)
.ToDictionary(kv => kv.Key, kv => kv.ClosestTo(self));
foreach (var arm in attack.Armaments)
{
Actor actor;
if (actorByArmament.TryGetValue(arm, out actor))
return actor;
}
return null;
}
}
[Desc("Will not get automatically targeted by enemy (like walls)")]
class AutoTargetIgnoreInfo : TraitInfo<AutoTargetIgnore> { }
class AutoTargetIgnore { }
}