/
HeliReturnToBase.cs
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/
HeliReturnToBase.cs
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#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.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 HeliReturnToBase : Activity
{
readonly Aircraft aircraft;
readonly RepairableInfo repairableInfo;
readonly Rearmable rearmable;
readonly bool alwaysLand;
readonly bool abortOnResupply;
Actor dest;
public HeliReturnToBase(Actor self, bool abortOnResupply, Actor dest = null, bool alwaysLand = true)
{
aircraft = self.Trait<Aircraft>();
repairableInfo = self.Info.TraitInfoOrDefault<RepairableInfo>();
rearmable = self.TraitOrDefault<Rearmable>();
this.alwaysLand = alwaysLand;
this.abortOnResupply = abortOnResupply;
this.dest = dest;
}
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 (IsCanceling)
return NextActivity;
if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self))
dest = ReturnToBase.ChooseResupplier(self, true);
var initialFacing = aircraft.Info.InitialFacing;
if (dest == null || dest.IsDead)
{
var nearestResupplier = ReturnToBase.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(self, 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(self,
new HeliFly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green),
this);
}
return this;
}
}
var landingProcedures = new List<Activity>();
var exit = dest.FirstExitOrDefault(null);
var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
landingProcedures.Add(new HeliFly(self, Target.FromPos(dest.CenterPosition + offset)));
if (ShouldLandAtBuilding(self, dest))
{
aircraft.MakeReservation(dest);
if (aircraft.Info.TurnToDock)
landingProcedures.Add(new Turn(self, initialFacing));
landingProcedures.Add(new HeliLand(self, false));
landingProcedures.Add(new ResupplyAircraft(self));
if (!abortOnResupply)
landingProcedures.Add(NextActivity);
}
else
landingProcedures.Add(NextActivity);
return ActivityUtils.SequenceActivities(self, landingProcedures.ToArray());
}
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.FullAmmo());
}
}
}