Files
OpenRA/OpenRA.Mods.Common/Activities/Air/HeliReturnToBase.cs
Mustafa Alperen Seki faa35946b8 Make Exit Conditional
2018-10-08 22:00:39 +01:00

125 lines
4.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class HeliReturnToBase : Activity
{
readonly Aircraft aircraft;
readonly bool alwaysLand;
readonly bool abortOnResupply;
Actor dest;
public HeliReturnToBase(Actor self, bool abortOnResupply, Actor dest = null, bool alwaysLand = true)
{
aircraft = self.Trait<Aircraft>();
this.alwaysLand = alwaysLand;
this.abortOnResupply = abortOnResupply;
this.dest = dest;
}
public Actor ChooseResupplier(Actor self, bool unreservedOnly)
{
var rearmBuildings = aircraft.Info.RearmBuildings;
return self.World.Actors.Where(a => a.Owner == self.Owner
&& rearmBuildings.Contains(a.Info.Name)
&& (!unreservedOnly || !Reservable.IsReserved(a)))
.ClosestTo(self);
}
public override Activity 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 NextActivity;
if (IsCanceled)
return NextActivity;
if (dest == null || dest.IsDead || Reservable.IsReserved(dest))
dest = ChooseResupplier(self, true);
var initialFacing = aircraft.Info.InitialFacing;
if (dest == null || dest.IsDead)
{
var nearestResupplier = ChooseResupplier(self, false);
// If a heli was told to return and there's no (available) RearmBuilding, going to the probable next queued activity (HeliAttack)
// would be pointless (due to lack of ammo), and possibly even lead to an infinite loop due to HeliAttack.cs:L79.
if (nearestResupplier == null && aircraft.Info.LandWhenIdle)
{
if (aircraft.Info.TurnToLand)
return ActivityUtils.SequenceActivities(new Turn(self, initialFacing), new HeliLand(self, true));
return new HeliLand(self, true);
}
else if (nearestResupplier == null && !aircraft.Info.LandWhenIdle)
return null;
else
{
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);
return ActivityUtils.SequenceActivities(new HeliFly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase), this);
}
return this;
}
}
var exit = dest.FirstExitOrDefault(null);
var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
if (ShouldLandAtBuilding(self, dest))
{
aircraft.MakeReservation(dest);
return ActivityUtils.SequenceActivities(
new HeliFly(self, Target.FromPos(dest.CenterPosition + offset)),
new Turn(self, initialFacing),
new HeliLand(self, false),
new ResupplyAircraft(self),
!abortOnResupply ? NextActivity : null);
}
return ActivityUtils.SequenceActivities(
new HeliFly(self, Target.FromPos(dest.CenterPosition + offset)),
NextActivity);
}
bool ShouldLandAtBuilding(Actor self, Actor dest)
{
if (alwaysLand)
return true;
if (aircraft.Info.RepairBuildings.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged)
return true;
return aircraft.Info.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
.Any(p => !p.AutoReloads && !p.FullAmmo());
}
}
}