move CheckFire in Weapon

This commit is contained in:
Bob
2010-10-24 00:02:22 +13:00
committed by Chris Forbes
parent e091781104
commit 158d6e5647
2 changed files with 64 additions and 64 deletions

View File

@@ -103,7 +103,7 @@ namespace OpenRA.Mods.RA
delayedActions.RemoveAll(a => a.First <= 0);
}
void ScheduleDelayedAction(int t, Action a)
internal void ScheduleDelayedAction(int t, Action a)
{
if (t > 0)
delayedActions.Add(Pair.New(t, a));
@@ -118,69 +118,7 @@ namespace OpenRA.Mods.RA
var move = self.TraitOrDefault<IMove>();
var facing = self.TraitOrDefault<IFacing>();
foreach (var w in Weapons)
if (CheckFire(self, move, facing, w))
w.FiredShot();
}
bool CheckFire(Actor self, IMove move, IFacing facing, Weapon w)
{
if (w.FireDelay > 0) return false;
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
if (limitedAmmo != null && !limitedAmmo.HasAmmo())
return false;
if (w.Info.Range * w.Info.Range * Game.CellSize * Game.CellSize
< (target.CenterLocation - self.CenterLocation).LengthSquared) return false;
if (w.Info.MinRange * w.Info.MinRange * Game.CellSize * Game.CellSize >
(target.CenterLocation - self.CenterLocation).LengthSquared) return false;
if (!w.IsValidAgainst(self.World, target)) return false;
var barrel = w.Barrels[w.Burst % w.Barrels.Length];
var destMove = target.IsActor ? target.Actor.TraitOrDefault<IMove>() : null;
var args = new ProjectileArgs
{
weapon = w.Info,
firedBy = self,
target = this.target,
src = (self.CenterLocation
+ Combat.GetTurretPosition(self, facing, w.Turret)
+ Combat.GetBarrelPosition(self, facing, w.Turret, barrel)).ToInt2(),
srcAltitude = move != null ? move.Altitude : 0,
dest = target.CenterLocation.ToInt2(),
destAltitude = destMove != null ? destMove.Altitude : 0,
facing = barrel.Facing +
(self.HasTrait<Turreted>() ? self.Trait<Turreted>().turretFacing :
facing != null ? facing.Facing : Util.GetFacing(target.CenterLocation - self.CenterLocation, 0)),
firepowerModifier = self.TraitsImplementing<IFirepowerModifier>()
.Select(a => a.GetFirepowerModifier())
.Product()
};
ScheduleDelayedAction( FireDelay( self, self.Info.Traits.Get<AttackBaseInfo>() ), () =>
{
if (args.weapon.Projectile != null)
{
var projectile = args.weapon.Projectile.Create(args);
if (projectile != null)
self.World.Add(projectile);
if (!string.IsNullOrEmpty(args.weapon.Report))
Sound.Play(args.weapon.Report + ".aud", self.CenterLocation);
}
});
foreach (var na in self.TraitsImplementing<INotifyAttack>())
na.Attacking(self);
return true;
w.CheckFire(self, this, move, facing, target);
}
public virtual int FireDelay( Actor self, AttackBaseInfo info )