bool CanTargetActor(Actor self, Target target, ref TargetModifiers modifiers, ref string cursor) { IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue); if (modifiers.HasModifier(TargetModifiers.ForceMove)) { return(false); } if (ab.Info.ForceFireIgnoresActors && modifiers.HasModifier(TargetModifiers.ForceAttack)) { return(false); } // Disguised actors are revealed by the attack cursor // HACK: works around limitations in the targeting code that force the // targeting and attacking logic (which should be logically separate) // to use the same code if (target.Type == TargetType.Actor && target.Actor.EffectiveOwner != null && target.Actor.EffectiveOwner.Disguised && self.Owner.Stances[target.Actor.Owner] == Stance.Enemy) { modifiers |= TargetModifiers.ForceAttack; } var forceAttack = modifiers.HasModifier(TargetModifiers.ForceAttack); var armaments = ab.ChooseArmamentsForTarget(target, forceAttack); if (!armaments.Any()) { return(false); } // Use valid armament with highest range out of those that have ammo // If all are out of ammo, just use valid armament with highest range armaments = armaments.OrderByDescending(x => x.MaxRange()); var a = armaments.FirstOrDefault(x => !x.IsTraitPaused); if (a == null) { a = armaments.First(); } var outOfRange = !target.IsInRange(self.CenterPosition, a.MaxRange()) || (!forceAttack && target.Type == TargetType.FrozenActor && !ab.Info.TargetFrozenActors); if (outOfRange && ab.Info.OutsideRangeRequiresForceFire && !modifiers.HasModifier(TargetModifiers.ForceAttack)) { return(false); } cursor = outOfRange ? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor : ab.Info.Cursor ?? a.Info.Cursor; if (!forceAttack) { return(true); } OrderID = ab.forceAttackOrderName; return(true); }
bool CanTargetActor(Actor self, Target target, ref TargetModifiers modifiers, ref string cursor) { IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue); if (modifiers.HasModifier(TargetModifiers.ForceMove)) { return(false); } // Disguised actors are revealed by the attack cursor // HACK: works around limitations in the targeting code that force the // targeting and attacking logic (which should be logically separate) // to use the same code if (target.Type == TargetType.Actor && target.Actor.EffectiveOwner != null && target.Actor.EffectiveOwner.Disguised && self.Owner.Stances[target.Actor.Owner] == Stance.Enemy) { modifiers |= TargetModifiers.ForceAttack; } var forceAttack = modifiers.HasModifier(TargetModifiers.ForceAttack); var a = ab.ChooseArmamentsForTarget(target, forceAttack).FirstOrDefault(); if (a == null) { return(false); } cursor = !target.IsInRange(self.CenterPosition, a.MaxRange()) ? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor : ab.Info.Cursor ?? a.Info.Cursor; if (!forceAttack) { return(true); } OrderID = ab.forceAttackOrderName; return(true); }
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 && (self.Owner.HasFogVisibility || self.Owner.CanViewActor(kv.Value))) .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); }
Actor ChooseTarget(Actor self, AttackBase ab, Stance attackStances, WDist range, bool allowMove) { var actorsByArmament = new Dictionary <Armament, List <Actor> >(); var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, range); foreach (var actor in actorsInRange) { // PERF: Most units can only attack enemy units. If this is the case but the target is not an enemy, we // can bail early and avoid the more expensive targeting checks and armament selection. For groups of // allied units, this helps significantly reduce the cost of auto target scans. This is important as // these groups will continuously rescan their allies until an enemy finally comes into range. if (attackStances == OpenRA.Traits.Stance.Enemy && !actor.AppearsHostileTo(self)) { continue; } if (PreventsAutoTarget(self, actor) || !self.Owner.CanTargetActor(actor)) { continue; } // 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 var target = Target.FromActor(actor); var armaments = ab.ChooseArmamentsForTarget(target, false); if (!allowMove) { armaments = armaments.Where(arm => target.IsInRange(self.CenterPosition, arm.MaxRange()) && !target.IsInRange(self.CenterPosition, arm.Weapon.MinRange)); } var armament = armaments.FirstOrDefault(); if (armament == null) { continue; } List <Actor> actors; if (actorsByArmament.TryGetValue(armament, out actors)) { actors.Add(actor); } else { actorsByArmament.Add(armament, new List <Actor> { actor }); } } // 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) foreach (var arm in ab.Armaments) { List <Actor> actors; if (actorsByArmament.TryGetValue(arm, out actors)) { return(actors.ClosestTo(self)); } } return(null); }
Target ChooseTarget(Actor self, AttackBase ab, Stance attackStances, WDist scanRange, bool allowMove, bool allowTurn) { var chosenTarget = Target.Invalid; var chosenTargetPriority = int.MinValue; int chosenTargetRange = 0; var activePriorities = activeTargetPriorities.ToList(); if (activePriorities.Count == 0) { return(chosenTarget); } var targetsInRange = self.World.FindActorsInCircle(self.CenterPosition, scanRange) .Select(Target.FromActor) .Concat(self.Owner.FrozenActorLayer.FrozenActorsInCircle(self.World, self.CenterPosition, scanRange) .Select(Target.FromFrozenActor)); foreach (var target in targetsInRange) { BitSet <TargetableType> targetTypes; Player owner; if (target.Type == TargetType.Actor) { // PERF: Most units can only attack enemy units. If this is the case but the target is not an enemy, we // can bail early and avoid the more expensive targeting checks and armament selection. For groups of // allied units, this helps significantly reduce the cost of auto target scans. This is important as // these groups will continuously rescan their allies until an enemy finally comes into range. if (attackStances == OpenRA.Traits.Stance.Enemy && !target.Actor.AppearsHostileTo(self)) { continue; } // Check whether we can auto-target this actor targetTypes = target.Actor.GetEnabledTargetTypes(); if (PreventsAutoTarget(self, target.Actor) || !target.Actor.CanBeViewedByPlayer(self.Owner)) { continue; } owner = target.Actor.Owner; } else if (target.Type == TargetType.FrozenActor) { if (attackStances == OpenRA.Traits.Stance.Enemy && self.Owner.Stances[target.FrozenActor.Owner] == OpenRA.Traits.Stance.Ally) { continue; } targetTypes = target.FrozenActor.TargetTypes; owner = target.FrozenActor.Owner; } else { continue; } var validPriorities = activePriorities.Where(ati => { // Already have a higher priority target if (ati.Priority < chosenTargetPriority) { return(false); } // Incompatible stances if (!ati.ValidStances.HasStance(self.Owner.Stances[owner])) { return(false); } // Incompatible target types if (!ati.ValidTargets.Overlaps(targetTypes) || ati.InvalidTargets.Overlaps(targetTypes)) { return(false); } return(true); }).ToList(); if (validPriorities.Count == 0) { continue; } // Make sure that we can actually fire on the actor var armaments = ab.ChooseArmamentsForTarget(target, false); if (!allowMove) { armaments = armaments.Where(arm => target.IsInRange(self.CenterPosition, arm.MaxRange()) && !target.IsInRange(self.CenterPosition, arm.Weapon.MinRange)); } if (!armaments.Any()) { continue; } if (!allowTurn && !ab.TargetInFiringArc(self, target, ab.Info.FacingTolerance)) { continue; } // Evaluate whether we want to target this actor var targetRange = (target.CenterPosition - self.CenterPosition).Length; foreach (var ati in validPriorities) { if (chosenTarget.Type == TargetType.Invalid || chosenTargetPriority < ati.Priority || (chosenTargetPriority == ati.Priority && targetRange < chosenTargetRange)) { chosenTarget = target; chosenTargetPriority = ati.Priority; chosenTargetRange = targetRange; } } } return(chosenTarget); }
Actor ChooseTarget(Actor self, AttackBase ab, Stance attackStances, WDist scanRange, bool allowMove) { Actor chosenTarget = null; var chosenTargetPriority = int.MinValue; int chosenTargetRange = 0; var activePriorities = targetPriorities.Where(Exts.IsTraitEnabled) .Select(at => at.Info) .OrderByDescending(ati => ati.Priority) .ToList(); if (!activePriorities.Any()) { return(null); } var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, scanRange); foreach (var actor in actorsInRange) { // PERF: Most units can only attack enemy units. If this is the case but the target is not an enemy, we // can bail early and avoid the more expensive targeting checks and armament selection. For groups of // allied units, this helps significantly reduce the cost of auto target scans. This is important as // these groups will continuously rescan their allies until an enemy finally comes into range. if (attackStances == OpenRA.Traits.Stance.Enemy && !actor.AppearsHostileTo(self)) { continue; } // Check whether we can auto-target this actor var targetTypes = actor.TraitsImplementing <ITargetable>() .Where(Exts.IsTraitEnabled).SelectMany(t => t.TargetTypes) .ToHashSet(); var target = Target.FromActor(actor); var validPriorities = activePriorities.Where(ati => { // Already have a higher priority target if (ati.Priority < chosenTargetPriority) { return(false); } // Incompatible target types if (!targetTypes.Overlaps(ati.ValidTargets) || targetTypes.Overlaps(ati.InvalidTargets)) { return(false); } return(true); }).ToList(); if (!validPriorities.Any() || PreventsAutoTarget(self, actor) || !actor.CanBeViewedByPlayer(self.Owner)) { continue; } // Make sure that we can actually fire on the actor var armaments = ab.ChooseArmamentsForTarget(target, false); if (!allowMove) { armaments = armaments.Where(arm => target.IsInRange(self.CenterPosition, arm.MaxRange()) && !target.IsInRange(self.CenterPosition, arm.Weapon.MinRange)); } if (!armaments.Any()) { continue; } // Evaluate whether we want to target this actor var targetRange = (target.CenterPosition - self.CenterPosition).Length; foreach (var ati in validPriorities) { if (chosenTarget == null || chosenTargetPriority < ati.Priority || (chosenTargetPriority == ati.Priority && targetRange < chosenTargetRange)) { chosenTarget = actor; chosenTargetPriority = ati.Priority; chosenTargetRange = targetRange; } } } return(chosenTarget); }