Separating Turret-specific parts out of AttackTurreted.

This commit is contained in:
Bob
2009-10-26 23:55:47 +13:00
parent 01198a69e4
commit 5ebf64f803

View File

@@ -5,35 +5,33 @@ using System.Text;
namespace OpenRa.Game.Traits
{
class AttackTurreted : ITick, IOrder
abstract class AttackBase : IOrder
{
public Actor target;
// time (in frames) until each weapon can fire again.
int primaryFireDelay = 0;
int secondaryFireDelay = 0;
protected int primaryFireDelay = 0;
protected int secondaryFireDelay = 0;
public AttackTurreted( Actor self ) { self.traits.Get<Turreted>(); }
public void Tick(Actor self)
protected bool CanAttack( Actor self )
{
if (primaryFireDelay > 0) --primaryFireDelay;
if (secondaryFireDelay > 0) --secondaryFireDelay;
if( primaryFireDelay > 0 ) --primaryFireDelay;
if( secondaryFireDelay > 0 ) --secondaryFireDelay;
if (target != null && target.IsDead) target = null; /* he's dead, jim. */
if (target == null) return;
if( target != null && target.IsDead ) target = null; /* he's dead, jim. */
if( target == null ) return false;
var turreted = self.traits.Get<Turreted>();
turreted.desiredFacing = Util.GetFacing(target.CenterLocation - self.CenterLocation, turreted.turretFacing);
if (turreted.desiredFacing != turreted.turretFacing)
return;
return true;
}
if (self.unitInfo.Primary != null && CheckFire(self, self.unitInfo.Primary, ref primaryFireDelay))
protected void DoAttack( Actor self )
{
if( self.unitInfo.Primary != null && CheckFire( self, self.unitInfo.Primary, ref primaryFireDelay ) )
{
secondaryFireDelay = Math.Max(4, secondaryFireDelay);
secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
return;
}
if (self.unitInfo.Secondary != null && CheckFire(self, self.unitInfo.Secondary, ref secondaryFireDelay))
if( self.unitInfo.Secondary != null && CheckFire( self, self.unitInfo.Secondary, ref secondaryFireDelay ) )
return;
}
@@ -41,13 +39,13 @@ namespace OpenRa.Game.Traits
{
if( fireDelay > 0 ) return false;
var weapon = Rules.WeaponInfo[ weaponName ];
if( weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared ) return false;
if( weapon.Range * weapon.Range < ( target.Location - self.Location ).LengthSquared ) return false;
// FIXME: rules specifies ROF in 1/15 sec units; ticks are 1/25 sec
fireDelay = weapon.ROF;
Game.world.Add( new Bullet( weaponName, self.Owner, self,
self.CenterLocation.ToInt2(),
Game.world.Add( new Bullet( weaponName, self.Owner, self,
self.CenterLocation.ToInt2(),
target.CenterLocation.ToInt2() ) );
return true;
@@ -55,7 +53,7 @@ namespace OpenRa.Game.Traits
public Order Order( Actor self, int2 xy, bool lmb, Actor underCursor )
{
if( underCursor == null ) return null;
if( !lmb || underCursor == null ) return null;
if( underCursor.Owner == self.Owner ) return null;
@@ -63,6 +61,23 @@ namespace OpenRa.Game.Traits
}
}
class AttackTurreted : AttackBase, ITick
{
public AttackTurreted( Actor self ) { self.traits.Get<Turreted>(); }
public void Tick(Actor self)
{
if( !CanAttack( self ) ) return;
var turreted = self.traits.Get<Turreted>();
turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
if( turreted.desiredFacing != turreted.turretFacing )
return;
DoAttack( self );
}
}
class AttackOrder : Order
{
public readonly Actor Attacker;