added AttackTurreted.
This commit is contained in:
62
OpenRa.Game/Traits/AttackTurreted.cs
Executable file
62
OpenRa.Game/Traits/AttackTurreted.cs
Executable file
@@ -0,0 +1,62 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits
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{
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class AttackTurreted : ITick
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{
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public Actor target;
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// time (in frames) until each weapon can fire again.
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int primaryFireDelay = 0;
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int secondaryFireDelay = 0;
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public AttackTurreted( Actor self )
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{
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self.traits.Get<Turreted>();
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}
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public void Tick( Actor self, Game game, int dt )
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{
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if( primaryFireDelay > 0 )
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--primaryFireDelay;
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if( secondaryFireDelay > 0 )
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--secondaryFireDelay;
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if( target == null )
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return;
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var mobile = self.traits.Get<Mobile>();
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var turreted = self.traits.Get<Turreted>();
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turreted.desiredFacing = mobile.GetFacing( target.Location - self.Location );
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if( turreted.desiredFacing != turreted.turretFacing )
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return;
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if( self.unitInfo.Primary != null && CheckFire( self, game, self.unitInfo.Primary, ref primaryFireDelay ) )
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{
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secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
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return;
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}
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if( self.unitInfo.Secondary != null && CheckFire( self, game, self.unitInfo.Secondary, ref secondaryFireDelay ) )
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return;
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}
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bool CheckFire( Actor self, Game game, string weaponName, ref int fireDelay )
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{
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if( fireDelay > 0 )
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return false;
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var weapon = Rules.WeaponInfo[ weaponName ];
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var d = target.Location - self.Location;
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if( weapon.Range * weapon.Range < d.X * d.X + d.Y * d.Y )
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return false;
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// FIXME: rules specifies ROF in 1/15 sec units; ticks are 1/25 sec
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fireDelay = weapon.ROF;
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game.world.Add( new Bullet( weaponName, self.Owner, self, self.CenterLocation.ToInt2(), target.CenterLocation.ToInt2(), game ) );
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return true;
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}
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}
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}
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@@ -35,7 +35,8 @@ namespace OpenRa.Game.Traits
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static float2[] fvecs = Util.MakeArray<float2>(32,
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i => -float2.FromAngle(i / 16.0f * (float)Math.PI) * new float2(1f, 1.3f));
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int GetFacing(float2 d)
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// TODO: move this somewhere more appropriate, now that AttackTurreted uses it.
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public int GetFacing(float2 d)
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{
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if (float2.WithinEpsilon(d, float2.Zero, 0.001f))
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return facing;
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@@ -5,18 +5,30 @@ using System.Text;
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namespace OpenRa.Game.Traits
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{
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class Turreted : ITick // temporary.
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class Turreted : ITick
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{
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public int turretFacing = Game.CellSize;
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public int turretFacing = 0;
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public int? desiredFacing;
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public Turreted(Actor self)
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{
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}
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// temporary.
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public void Tick(Actor self, Game game, int dt)
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{
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turretFacing = (turretFacing + 1) % 32;
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// TODO: desiredFacing should follow the base unit's facing only when not in combat.
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// also, we want to be able to use this for GUN; avoid referencing Mobile.
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var df = desiredFacing ?? self.traits.Get<Mobile>().facing;
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if( turretFacing != desiredFacing )
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{
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var leftTurn = ( 32 + turretFacing - desiredFacing ) % 32;
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var rightTurn = ( 32 + desiredFacing - turretFacing ) % 32;
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if( leftTurn > rightTurn )
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turretFacing = ( turretFacing + 1 ) % 32;
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else
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turretFacing = ( turretFacing + 31 ) % 32;
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}
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}
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}
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}
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