Add strafing to C&C airstrike.

This commit is contained in:
Paul Chote
2013-11-01 17:44:54 +13:00
parent 8d07d14e4d
commit 2f5ff30184
5 changed files with 75 additions and 15 deletions

View File

@@ -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); }

View File

@@ -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);

View File

@@ -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:

View File

@@ -60,5 +60,9 @@ a10:
idle:
Start: 0
Facings: 32
muzzle: minigun
Start: 0
Length: 6
Facings: 8
icon: a10icnh
Start: 0

View File

@@ -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: