added AttackTurreted.

This commit is contained in:
Bob
2009-10-18 23:51:00 +13:00
parent 62207efbd9
commit 5f2d89fd63
8 changed files with 144 additions and 54 deletions

View File

@@ -46,8 +46,14 @@ namespace OpenRa.Game
case "2tnk":
case "3tnk":
case "4tnk":
traits.Add( new Traits.Mobile( this ) );
traits.Add( new Traits.Turreted( this ) );
traits.Add( new Traits.AttackTurreted( this ) );
traits.Add( new Traits.RenderUnitTurreted( this ) );
break;
case "mrj":
case "mgg":
// TODO: these aren't actually turreted; they just have spinning-things
traits.Add( new Traits.Mobile( this ) );
traits.Add( new Traits.Turreted( this ) );
traits.Add( new Traits.RenderUnitTurreted( this ) );

View File

@@ -47,8 +47,8 @@ namespace OpenRa.Game
game.PlaySound(Weapon.Report + ".aud", false);
t += dt;
if (t > TotalTime())
t = 0; /* temporary! loop the bullet forever */
//if (t > TotalTime())
// t = 0; /* temporary! loop the bullet forever */
}
public IEnumerable<Pair<Sprite, float2>> Render()

View File

@@ -58,16 +58,19 @@ using System.Runtime.InteropServices;
game.world.Add( new Actor( "mcv", new int2( 5, 5 ), game.players[ 3 ]) );
game.world.Add( new Actor( "mcv", new int2( 7, 5 ), game.players[ 2 ] ) );
game.world.Add( new Actor( "mcv", new int2( 9, 5 ), game.players[ 0 ] ) );
game.world.Add( new Actor( "jeep", new int2( 9, 7 ), game.players[ 1 ] ) );
game.world.Add(new Bullet("105mm", game.players[1], null,
new int2(200, 200), new int2(400, 200), game));
var jeep = new Actor( "jeep", new int2( 9, 7 ), game.players[ 1 ] );
game.world.Add( jeep );
var tank = new Actor( "3tnk", new int2( 12, 7 ), game.players[ 1 ] );
game.world.Add( tank );
tank.traits.Get<Traits.AttackTurreted>().target = jeep;
sidebar = new Sidebar(renderer, game);
renderer.BuildPalette(game.map);
ShowCursor(false);
game.world.ResetTimer();
}
internal void Run()

View File

@@ -126,6 +126,7 @@
<Compile Include="TerrainCosts.cs" />
<Compile Include="Graphics\TerrainRenderer.cs" />
<Compile Include="Graphics\TreeCache.cs" />
<Compile Include="Traits\AttackTurreted.cs" />
<Compile Include="Traits\Building.cs" />
<Compile Include="Traits\McvDeploy.cs" />
<Compile Include="Traits\Mobile.cs" />

View File

@@ -0,0 +1,62 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits
{
class AttackTurreted : ITick
{
public Actor target;
// time (in frames) until each weapon can fire again.
int primaryFireDelay = 0;
int secondaryFireDelay = 0;
public AttackTurreted( Actor self )
{
self.traits.Get<Turreted>();
}
public void Tick( Actor self, Game game, int dt )
{
if( primaryFireDelay > 0 )
--primaryFireDelay;
if( secondaryFireDelay > 0 )
--secondaryFireDelay;
if( target == null )
return;
var mobile = self.traits.Get<Mobile>();
var turreted = self.traits.Get<Turreted>();
turreted.desiredFacing = mobile.GetFacing( target.Location - self.Location );
if( turreted.desiredFacing != turreted.turretFacing )
return;
if( self.unitInfo.Primary != null && CheckFire( self, game, self.unitInfo.Primary, ref primaryFireDelay ) )
{
secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
return;
}
if( self.unitInfo.Secondary != null && CheckFire( self, game, self.unitInfo.Secondary, ref secondaryFireDelay ) )
return;
}
bool CheckFire( Actor self, Game game, string weaponName, ref int fireDelay )
{
if( fireDelay > 0 )
return false;
var weapon = Rules.WeaponInfo[ weaponName ];
var d = target.Location - self.Location;
if( weapon.Range * weapon.Range < d.X * d.X + d.Y * d.Y )
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(), target.CenterLocation.ToInt2(), game ) );
return true;
}
}
}

View File

@@ -35,7 +35,8 @@ namespace OpenRa.Game.Traits
static float2[] fvecs = Util.MakeArray<float2>(32,
i => -float2.FromAngle(i / 16.0f * (float)Math.PI) * new float2(1f, 1.3f));
int GetFacing(float2 d)
// TODO: move this somewhere more appropriate, now that AttackTurreted uses it.
public int GetFacing(float2 d)
{
if (float2.WithinEpsilon(d, float2.Zero, 0.001f))
return facing;

View File

@@ -5,18 +5,30 @@ using System.Text;
namespace OpenRa.Game.Traits
{
class Turreted : ITick // temporary.
class Turreted : ITick
{
public int turretFacing = Game.CellSize;
public int turretFacing = 0;
public int? desiredFacing;
public Turreted(Actor self)
{
}
// temporary.
public void Tick(Actor self, Game game, int dt)
{
turretFacing = (turretFacing + 1) % 32;
// TODO: desiredFacing should follow the base unit's facing only when not in combat.
// also, we want to be able to use this for GUN; avoid referencing Mobile.
var df = desiredFacing ?? self.traits.Get<Mobile>().facing;
if( turretFacing != desiredFacing )
{
var leftTurn = ( 32 + turretFacing - desiredFacing ) % 32;
var rightTurn = ( 32 + desiredFacing - turretFacing ) % 32;
if( leftTurn > rightTurn )
turretFacing = ( turretFacing + 1 ) % 32;
else
turretFacing = ( turretFacing + 31 ) % 32;
}
}
}
}

View File

@@ -27,6 +27,11 @@ namespace OpenRa.Game
public event Action<Actor> ActorAdded = _ => { };
public event Action<Actor> ActorRemoved = _ => { };
public void ResetTimer()
{
lastTime = Environment.TickCount;
}
public void Update()
{
int t = Environment.TickCount;