Add strafing to C&C airstrike.
This commit is contained in:
@@ -19,28 +19,59 @@ namespace OpenRA.Mods.RA
|
||||
{
|
||||
class AttackBomberInfo : AttackBaseInfo
|
||||
{
|
||||
public override object Create(ActorInitializer init) { return new AttackBomber(init.self); }
|
||||
[Desc("Armament name")]
|
||||
public readonly string Bombs = "primary";
|
||||
|
||||
[Desc("Armament name")]
|
||||
public readonly string Guns = "secondary";
|
||||
public readonly int FacingTolerance = 2;
|
||||
|
||||
public override object Create(ActorInitializer init) { return new AttackBomber(init.self, this); }
|
||||
}
|
||||
|
||||
class AttackBomber : AttackBase, ISync
|
||||
{
|
||||
AttackBomberInfo info;
|
||||
[Sync] Target target;
|
||||
|
||||
public AttackBomber(Actor self)
|
||||
: base(self) { }
|
||||
public AttackBomber(Actor self, AttackBomberInfo info)
|
||||
: base(self)
|
||||
{
|
||||
this.info = info;
|
||||
}
|
||||
|
||||
public override void Tick(Actor self)
|
||||
{
|
||||
base.Tick(self);
|
||||
|
||||
if (!target.IsInRange(self.CenterPosition, GetMaximumRange()))
|
||||
return;
|
||||
|
||||
var facing = self.TraitOrDefault<IFacing>();
|
||||
var cp = self.CenterPosition;
|
||||
var t = Target.FromPos(cp - new WVec(0, 0, cp.Z));
|
||||
foreach (var a in Armaments)
|
||||
var bombTarget = Target.FromPos(cp - new WVec(0, 0, cp.Z));
|
||||
|
||||
// Bombs drop anywhere in range
|
||||
foreach (var a in Armaments.Where(a => a.Info.Name == info.Bombs))
|
||||
{
|
||||
var range = new WRange((int)(1024 * a.Weapon.Range));
|
||||
if (!target.IsInRange(self.CenterPosition, range))
|
||||
continue;
|
||||
|
||||
a.CheckFire(self, this, facing, bombTarget);
|
||||
}
|
||||
|
||||
// Guns only fire when approaching the target
|
||||
var facingToTarget = Util.GetFacing(target.CenterPosition - self.CenterPosition, facing.Facing);
|
||||
if (Math.Abs(facingToTarget - facing.Facing) % 256 > info.FacingTolerance)
|
||||
return;
|
||||
|
||||
foreach (var a in Armaments.Where(a => a.Info.Name == info.Guns))
|
||||
{
|
||||
var range = new WRange((int)(1024 * a.Weapon.Range));
|
||||
if (!target.IsInRange(self.CenterPosition, range))
|
||||
continue;
|
||||
|
||||
var t = Target.FromPos(cp - new WVec(0, range.Range / 2, cp.Z).Rotate(WRot.FromFacing(facing.Facing)));
|
||||
a.CheckFire(self, this, facing, t);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTarget(WPos pos) { target = Target.FromPos(pos); }
|
||||
|
||||
@@ -21,7 +21,7 @@ namespace OpenRA.Mods.RA
|
||||
[ActorReference]
|
||||
public readonly string UnitType = "badr.bomber";
|
||||
public readonly int SquadSize = 1;
|
||||
public readonly WVec SquadOffset = new WVec(-1536, 2048, 0);
|
||||
public readonly WVec SquadOffset = new WVec(-1536, 1536, 0);
|
||||
|
||||
public readonly int QuantizedFacings = 32;
|
||||
public readonly WRange Cordon = new WRange(5120);
|
||||
|
||||
@@ -197,10 +197,17 @@ A10:
|
||||
Range: 12
|
||||
RenderUnit:
|
||||
WithShadow:
|
||||
LimitedAmmo:
|
||||
Ammo: 10
|
||||
AttackBomber:
|
||||
Armament:
|
||||
Guns: gun
|
||||
Bombs: bombs
|
||||
Armament@GUNS:
|
||||
Name: gun
|
||||
Weapon: Vulcan
|
||||
LocalOffset: 1024,0,-85
|
||||
WithMuzzleFlash@SECONDARY:
|
||||
Armament: gun
|
||||
Armament@BOMBS:
|
||||
Name: bombs
|
||||
Weapon: Napalm
|
||||
LocalOffset: 0,-256,-43, 0,256,-43
|
||||
-Selectable:
|
||||
|
||||
@@ -60,5 +60,9 @@ a10:
|
||||
idle:
|
||||
Start: 0
|
||||
Facings: 32
|
||||
muzzle: minigun
|
||||
Start: 0
|
||||
Length: 6
|
||||
Facings: 8
|
||||
icon: a10icnh
|
||||
Start: 0
|
||||
@@ -725,12 +725,30 @@ TowerMissle:
|
||||
SmudgeType: Crater
|
||||
Damage: 45
|
||||
|
||||
Vulcan:
|
||||
ValidTargets: Ground, Water
|
||||
ROF: 2
|
||||
Range: 6
|
||||
Report: gun5.aud
|
||||
Projectile: Bullet
|
||||
Speed: 100
|
||||
Warhead:
|
||||
Damage: 75
|
||||
Spread: 10
|
||||
Versus:
|
||||
None: 100%
|
||||
Wood: 50%
|
||||
Light: 100%
|
||||
Heavy: 25%
|
||||
InfDeath: 2
|
||||
Explosion: piffs
|
||||
|
||||
Napalm:
|
||||
ValidTargets: Ground, Water
|
||||
ROF: 4
|
||||
Range: 3
|
||||
Range: 2
|
||||
Burst: 2
|
||||
BurstDelay: 3
|
||||
BurstDelay: 2
|
||||
Projectile: GravityBomb
|
||||
Image: BOMBLET
|
||||
Warhead:
|
||||
@@ -745,7 +763,7 @@ Napalm:
|
||||
WaterExplosion: med_napalm
|
||||
ImpactSound: flamer2.aud
|
||||
SmudgeType: Scorch
|
||||
Damage: 45
|
||||
Damage: 50
|
||||
|
||||
Napalm.Crate:
|
||||
Warhead:
|
||||
|
||||
Reference in New Issue
Block a user