AttackBase in own file

This commit is contained in:
Chris Forbes
2009-12-03 11:29:49 +13:00
parent f822d9c42e
commit bbbe23ae90
3 changed files with 96 additions and 94 deletions

View File

@@ -142,6 +142,7 @@
<Compile Include="Traits\Activities\Move.cs" /> <Compile Include="Traits\Activities\Move.cs" />
<Compile Include="Traits\Activities\Follow.cs" /> <Compile Include="Traits\Activities\Follow.cs" />
<Compile Include="Traits\Activities\Turn.cs" /> <Compile Include="Traits\Activities\Turn.cs" />
<Compile Include="Traits\AttackBase.cs" />
<Compile Include="Traits\AttackTurreted.cs" /> <Compile Include="Traits\AttackTurreted.cs" />
<Compile Include="Traits\Building.cs" /> <Compile Include="Traits\Building.cs" />
<Compile Include="Traits\Harvester.cs" /> <Compile Include="Traits\Harvester.cs" />

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@@ -0,0 +1,95 @@
using System;
namespace OpenRa.Game.Traits
{
class AttackBase : IOrder, ITick
{
public Actor target;
// time (in frames) until each weapon can fire again.
protected int primaryFireDelay = 0;
protected int secondaryFireDelay = 0;
public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f;
public AttackBase(Actor self) { }
protected bool CanAttack(Actor self)
{
return target != null;
}
public virtual void Tick(Actor self)
{
if (primaryFireDelay > 0) --primaryFireDelay;
if (secondaryFireDelay > 0) --secondaryFireDelay;
primaryRecoil = Math.Max(0f, primaryRecoil - .2f);
secondaryRecoil = Math.Max(0f, secondaryRecoil - .2f);
if (target != null && target.IsDead) target = null; /* he's dead, jim. */
}
public void DoAttack(Actor self)
{
var unit = self.traits.Get<Unit>();
if (self.unitInfo.Primary != null && CheckFire(self, unit, self.unitInfo.Primary, ref primaryFireDelay,
self.unitInfo.PrimaryOffset))
{
secondaryFireDelay = Math.Max(4, secondaryFireDelay);
primaryRecoil = 1;
return;
}
if (self.unitInfo.Secondary != null && CheckFire(self, unit, self.unitInfo.Secondary, ref secondaryFireDelay,
self.unitInfo.SecondaryOffset ?? self.unitInfo.PrimaryOffset))
{
if (self.unitInfo.SecondaryOffset != null) secondaryRecoil = 1;
else primaryRecoil = 1;
return;
}
}
bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset)
{
if (fireDelay > 0) return false;
var weapon = Rules.WeaponInfo[weaponName];
if (weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared) return false;
fireDelay = weapon.ROF;
Game.world.Add(new Bullet(weaponName, self.Owner, self,
self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2(),
target.CenterLocation.ToInt2()));
return true;
}
public Order IssueOrder(Actor self, int2 xy, bool lmb, Actor underCursor)
{
if (lmb || underCursor == null) return null;
if (underCursor.Owner == self.Owner) return null;
return Order.Attack(self, underCursor);
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Attack")
{
self.CancelActivity();
QueueAttack(self, order);
}
}
protected virtual void QueueAttack(Actor self, Order order)
{
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
/* todo: choose the appropriate weapon, when only one works against this target */
var weapon = order.Subject.unitInfo.Primary ?? order.Subject.unitInfo.Secondary;
self.QueueActivity(new Traits.Activities.Attack(order.TargetActor,
Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
}
}
}

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@@ -1,101 +1,7 @@
using System; using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
class AttackBase : IOrder, ITick
{
public Actor target;
// time (in frames) until each weapon can fire again.
protected int primaryFireDelay = 0;
protected int secondaryFireDelay = 0;
public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f;
public AttackBase(Actor self) { }
protected bool CanAttack( Actor self )
{
return target != null;
}
public virtual void Tick(Actor self)
{
if (primaryFireDelay > 0) --primaryFireDelay;
if (secondaryFireDelay > 0) --secondaryFireDelay;
primaryRecoil = Math.Max(0f, primaryRecoil - .2f);
secondaryRecoil = Math.Max(0f, secondaryRecoil - .2f);
if (target != null && target.IsDead) target = null; /* he's dead, jim. */
}
public void DoAttack( Actor self )
{
var unit = self.traits.Get<Unit>();
if( self.unitInfo.Primary != null && CheckFire( self, unit, self.unitInfo.Primary, ref primaryFireDelay,
self.unitInfo.PrimaryOffset ) )
{
secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
primaryRecoil = 1;
return;
}
if (self.unitInfo.Secondary != null && CheckFire(self, unit, self.unitInfo.Secondary, ref secondaryFireDelay,
self.unitInfo.SecondaryOffset ?? self.unitInfo.PrimaryOffset))
{
if (self.unitInfo.SecondaryOffset != null) secondaryRecoil = 1;
else primaryRecoil = 1;
return;
}
}
bool CheckFire( Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset )
{
if( fireDelay > 0 ) return false;
var weapon = Rules.WeaponInfo[ weaponName ];
if( weapon.Range * weapon.Range < ( target.Location - self.Location ).LengthSquared ) return false;
fireDelay = weapon.ROF;
Game.world.Add( new Bullet( weaponName, self.Owner, self,
self.CenterLocation.ToInt2() + Util.GetTurretPosition( self, unit, offset, 0f ).ToInt2(),
target.CenterLocation.ToInt2() ) );
return true;
}
public Order IssueOrder( Actor self, int2 xy, bool lmb, Actor underCursor )
{
if( lmb || underCursor == null ) return null;
if( underCursor.Owner == self.Owner ) return null;
return Order.Attack( self, underCursor );
}
public void ResolveOrder( Actor self, Order order )
{
if( order.OrderString == "Attack" )
{
self.CancelActivity();
QueueAttack( self, order );
}
}
protected virtual void QueueAttack( Actor self, Order order )
{
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
/* todo: choose the appropriate weapon, when only one works against this target */
var weapon = order.Subject.unitInfo.Primary ?? order.Subject.unitInfo.Secondary;
self.QueueActivity( new Traits.Activities.Attack( order.TargetActor,
Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) );
}
}
class AttackTurreted : AttackBase class AttackTurreted : AttackBase
{ {
public AttackTurreted( Actor self ) : base(self) { self.traits.Get<Turreted>(); } public AttackTurreted( Actor self ) : base(self) { self.traits.Get<Turreted>(); }