move AttackPopupTurreted into RA where it can be fixed.

This commit is contained in:
Chris Forbes
2011-08-21 21:05:22 +12:00
parent 6daeb73471
commit 05d1c8ee82
3 changed files with 13 additions and 20 deletions

View File

@@ -1,173 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.RA;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
namespace OpenRA.Mods.Cnc
{
class AttackPopupTurretedInfo : AttackBaseInfo
{
public int CloseDelay = 125;
public int DefaultFacing = 0;
public float ClosedDamageMultiplier = 0.5f;
public override object Create(ActorInitializer init) { return new AttackPopupTurreted( init, this ); }
}
class AttackPopupTurreted : AttackBase, INotifyBuildComplete, INotifyIdle, IDamageModifier
{
enum PopupState
{
Open,
Rotating,
Transitioning,
Closed
};
protected Target target;
AttackPopupTurretedInfo Info;
Turreted Turret;
int IdleTicks = 0;
PopupState State = PopupState.Open;
public AttackPopupTurreted(ActorInitializer init, AttackPopupTurretedInfo info) : base(init.self)
{
Info = info;
Turret = init.self.Trait<Turreted>();
if (init.Contains<SkipMakeAnimsInit>())
buildComplete = true;
}
protected override bool CanAttack( Actor self, Target target )
{
if (State == PopupState.Transitioning)
return false;
if( self.HasTrait<Building>() && !buildComplete )
return false;
if (!base.CanAttack( self, target ))
return false;
IdleTicks = 0;
if (State == PopupState.Closed)
{
State = PopupState.Transitioning;
var rb = self.Trait<RenderBuilding>();
rb.PlayCustomAnimThen(self, "opening", () =>
{
State = PopupState.Open;
rb.PlayCustomAnimRepeating(self, "idle");
});
return false;
}
Turret.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, Turret.turretFacing );
if( Turret.desiredFacing != Turret.turretFacing )
return false;
return true;
}
public override void Tick(Actor self)
{
base.Tick(self);
DoAttack( self, target );
}
public void TickIdle(Actor self)
{
if (State == PopupState.Open && IdleTicks++ > Info.CloseDelay)
{
Turret.desiredFacing = Info.DefaultFacing;
State = PopupState.Rotating;
}
else if (State == PopupState.Rotating && Turret.turretFacing == Info.DefaultFacing)
{
State = PopupState.Transitioning;
var rb = self.Trait<RenderBuilding>();
rb.PlayCustomAnimThen(self, "closing", () =>
{
State = PopupState.Closed;
rb.PlayCustomAnimRepeating(self, "closed-idle");
Turret.desiredFacing = null;
});
}
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
return new AttackActivity( newTarget );
}
public override void ResolveOrder(Actor self, Order order)
{
base.ResolveOrder(self, order);
if (order.OrderString == "Stop")
target = Target.None;
}
bool buildComplete = false;
public void BuildingComplete(Actor self)
{
// Set true for SkipMakeAnimsInit
if (buildComplete)
{
State = PopupState.Closed;
self.Trait<RenderBuilding>()
.PlayCustomAnimRepeating(self, "closed-idle");
Turret.desiredFacing = null;
}
buildComplete = true;
}
public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
{
return State == PopupState.Closed ? Info.ClosedDamageMultiplier : 1f;
}
class AttackActivity : Activity
{
readonly Target target;
public AttackActivity( Target newTarget ) { this.target = newTarget; }
public override Activity Tick( Actor self )
{
if( IsCanceled || !target.IsValid ) return NextActivity;
if (self.TraitsImplementing<IDisable>().Any(d => d.Disabled))
return this;
var attack = self.Trait<AttackPopupTurreted>();
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
var weapon = attack.ChooseWeaponForTarget(target);
if (weapon != null)
{
attack.target = target;
if (self.HasTrait<Mobile>() && !self.Info.Traits.Get<MobileInfo>().OnRails)
return Util.SequenceActivities(
new Follow( target, Math.Max( 0, (int)weapon.Info.Range - RangeTolerance ) ),
this );
}
return NextActivity;
}
}
}
}

View File

@@ -68,7 +68,6 @@
<Compile Include="Activities\HarvesterDockSequence.cs" />
<Compile Include="TiberiumRefinery.cs" />
<Compile Include="CncWaterPaletteRotation.cs" />
<Compile Include="AttackPopupTurreted.cs" />
<Compile Include="SpawnViceroid.cs" />
<Compile Include="Widgets\Logic\CncMenuLogic.cs" />
<Compile Include="Widgets\Logic\CncServerBrowserLogic.cs" />