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Fix target invalidation and reacquisition in LeapAttack.
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pchote committed Jan 26, 2019
1 parent 7c52a6f commit 5ef7809
Showing 1 changed file with 57 additions and 18 deletions.
75 changes: 57 additions & 18 deletions OpenRA.Mods.Cnc/Activities/LeapAttack.cs
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Cnc.Traits;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
Expand All @@ -22,28 +23,33 @@ namespace OpenRA.Mods.Cnc.Activities
{
public class LeapAttack : Activity
{
readonly Target target;
readonly AttackLeapInfo info;
readonly AttackLeap attack;
readonly Mobile mobile, targetMobile;
readonly EdibleByLeap edible;
readonly Mobile mobile;
readonly bool allowMovement;
readonly IFacing facing;

Target target;
Target lastVisibleTarget;
bool useLastVisibleTarget;
WDist lastVisibleMinRange;
WDist lastVisibleMaxRange;

public LeapAttack(Actor self, Target target, bool allowMovement, AttackLeap attack, AttackLeapInfo info)
{
this.target = target;
this.info = info;
this.attack = attack;
this.allowMovement = allowMovement;

mobile = self.Trait<Mobile>();
facing = self.TraitOrDefault<IFacing>();

if (target.Type == TargetType.Actor)
// The target may become hidden between the initial order request and the first tick (e.g. if queued)
// Moving to any position (even if quite stale) is still better than immediately giving up
if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
{
targetMobile = target.Actor.TraitOrDefault<Mobile>();
edible = target.Actor.TraitOrDefault<EdibleByLeap>();
lastVisibleTarget = Target.FromPos(target.CenterPosition);
lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
}
}

Expand All @@ -54,40 +60,73 @@ protected override void OnFirstRun(Actor self)

public override Activity Tick(Actor self)
{
if (IsCanceled || edible == null)
return NextActivity;

// Run this even if the target became invalid to avoid visual glitches
if (ChildActivity != null)
{
ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
return this;
}

if (target.Type != TargetType.Actor || !edible.CanLeap(self) || !target.IsValidFor(self) || !attack.HasAnyValidWeapons(target))
if (IsCanceled)
return NextActivity;

var minRange = attack.GetMinimumRangeVersusTarget(target);
var maxRange = attack.GetMaximumRangeVersusTarget(target);
if (!target.IsInRange(self.CenterPosition, maxRange) || target.IsInRange(self.CenterPosition, minRange))
bool targetIsHiddenActor;
target = target.Recalculate(self.Owner, out targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
{
lastVisibleTarget = Target.FromTargetPositions(target);
lastVisibleMinRange = attack.GetMinimumRangeVersusTarget(target);
lastVisibleMaxRange = attack.GetMaximumRangeVersusTarget(target);
}

var oldUseLastVisibleTarget = useLastVisibleTarget;
useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);

// Update target lines if required
if (useLastVisibleTarget != oldUseLastVisibleTarget)
self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, Color.Red, false);

// Target is hidden or dead, and we don't have a fallback position to move towards
if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
return NextActivity;

var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;

if (!checkTarget.IsInRange(pos, lastVisibleMaxRange) || checkTarget.IsInRange(pos, lastVisibleMinRange))
{
if (!allowMovement)
return NextActivity;

QueueChild(mobile.MoveWithinRange(target, minRange, maxRange, targetLineColor: Color.Red));
QueueChild(mobile.MoveWithinRange(target, lastVisibleMinRange, lastVisibleMaxRange, checkTarget.CenterPosition, Color.Red));
return this;
}

// Ready to leap, but target isn't visible
if (targetIsHiddenActor || target.Type != TargetType.Actor)
return NextActivity;

// Target is not valid
if (!target.IsValidFor(self) || !attack.HasAnyValidWeapons(target))
return NextActivity;

var edible = target.Actor.TraitOrDefault<EdibleByLeap>();
if (edible == null || !edible.CanLeap(self))
return NextActivity;

// Can't leap yet
if (attack.Armaments.All(a => a.IsReloading))
return this;

// Use CenterOfSubCell with ToSubCell instead of target.Centerposition
// to avoid continuous facing adjustments as the target moves
var targetMobile = target.Actor.TraitOrDefault<Mobile>();
var targetSubcell = targetMobile != null ? targetMobile.ToSubCell : SubCell.Any;

var destination = self.World.Map.CenterOfSubCell(target.Actor.Location, targetSubcell);
var origin = self.World.Map.CenterOfSubCell(self.Location, mobile.FromSubCell);
var desiredFacing = (destination - origin).Yaw.Facing;
if (facing != null && facing.Facing != desiredFacing)
if (mobile.Facing != desiredFacing)
{
QueueChild(new Turn(self, desiredFacing));
return this;
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