Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
140
OpenRA.Mods.Common/Activities/Air/ReturnToBase.cs
Normal file
140
OpenRA.Mods.Common/Activities/Air/ReturnToBase.cs
Normal file
@@ -0,0 +1,140 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* 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 ReturnToBase : Activity
|
||||
{
|
||||
readonly Aircraft aircraft;
|
||||
readonly RepairableInfo repairableInfo;
|
||||
readonly Rearmable rearmable;
|
||||
readonly bool alwaysLand;
|
||||
Actor dest;
|
||||
WAngle? facing;
|
||||
|
||||
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)))
|
||||
.ClosestToWithPathFrom(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.
|
||||
QueueChild(new FlyIdle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport));
|
||||
return true;
|
||||
}
|
||||
|
||||
if (ShouldLandAtBuilding(self, dest))
|
||||
{
|
||||
var exit = dest.NearestExitOrDefault(self.CenterPosition);
|
||||
var offset = WVec.Zero;
|
||||
if (exit != null)
|
||||
{
|
||||
offset = exit.Info.SpawnOffset;
|
||||
facing = exit.Info.Facing;
|
||||
}
|
||||
|
||||
aircraft.MakeReservation(dest);
|
||||
QueueChild(aircraft.MoveOntoTarget(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), aircraft.Info.TargetLineColor);
|
||||
else
|
||||
foreach (var n in ChildActivity.TargetLineNodes(self))
|
||||
yield return n;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user