minor tidying
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@@ -23,7 +23,8 @@ namespace OpenRa
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public int2 Sign() { return new int2(Math.Sign(X), Math.Sign(Y)); }
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public int2 Sign() { return new int2(Math.Sign(X), Math.Sign(Y)); }
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public int2 Abs() { return new int2( Math.Abs( X ), Math.Abs( Y ) ); }
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public int2 Abs() { return new int2( Math.Abs( X ), Math.Abs( Y ) ); }
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public int Length { get { return (int)Math.Sqrt(X * X + Y * Y); } }
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public int LengthSquared { get { return X * X + Y * Y; } }
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public int Length { get { return (int)Math.Sqrt(LengthSquared); } }
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public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode(); }
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public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode(); }
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public override bool Equals(object obj)
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public override bool Equals(object obj)
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@@ -13,49 +13,35 @@ namespace OpenRa.Game.Traits
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int primaryFireDelay = 0;
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int primaryFireDelay = 0;
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int secondaryFireDelay = 0;
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int secondaryFireDelay = 0;
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public AttackTurreted( Actor self )
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public AttackTurreted( Actor self ) { self.traits.Get<Turreted>(); }
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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 )
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public void Tick(Actor self)
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{
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{
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if( primaryFireDelay > 0 )
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if (primaryFireDelay > 0) --primaryFireDelay;
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--primaryFireDelay;
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if (secondaryFireDelay > 0) --secondaryFireDelay;
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if( secondaryFireDelay > 0 )
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--secondaryFireDelay;
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if( target == null )
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if (target != null && target.IsDead) target = null; /* he's dead, jim. */
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return;
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if (target == null) return;
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if (target.IsDead) /* stop firing on targets after we've killed them */
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{
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target = null;
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return;
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}
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var turreted = self.traits.Get<Turreted>();
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var turreted = self.traits.Get<Turreted>();
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turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
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turreted.desiredFacing = Util.GetFacing(target.CenterLocation - self.CenterLocation, turreted.turretFacing);
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if( turreted.desiredFacing != turreted.turretFacing )
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if (turreted.desiredFacing != turreted.turretFacing)
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return;
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return;
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if( self.unitInfo.Primary != null && CheckFire( self, self.unitInfo.Primary, ref primaryFireDelay ) )
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if (self.unitInfo.Primary != null && CheckFire(self, self.unitInfo.Primary, ref primaryFireDelay))
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{
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{
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secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
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secondaryFireDelay = Math.Max(4, secondaryFireDelay);
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return;
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return;
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}
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}
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if( self.unitInfo.Secondary != null && CheckFire( self, self.unitInfo.Secondary, ref secondaryFireDelay ) )
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if (self.unitInfo.Secondary != null && CheckFire(self, self.unitInfo.Secondary, ref secondaryFireDelay))
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return;
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return;
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}
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}
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bool CheckFire( Actor self, string weaponName, ref int fireDelay )
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bool CheckFire( Actor self, string weaponName, ref int fireDelay )
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{
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{
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if( fireDelay > 0 )
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if( fireDelay > 0 ) return false;
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return false;
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var weapon = Rules.WeaponInfo[ weaponName ];
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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 < (target.Location - self.Location).LengthSquared ) return false;
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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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// 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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fireDelay = weapon.ROF;
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