AttackBase in own file
This commit is contained in:
@@ -142,6 +142,7 @@
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<Compile Include="Traits\Activities\Move.cs" />
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<Compile Include="Traits\Activities\Follow.cs" />
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<Compile Include="Traits\Activities\Turn.cs" />
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<Compile Include="Traits\AttackBase.cs" />
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<Compile Include="Traits\AttackTurreted.cs" />
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<Compile Include="Traits\Building.cs" />
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<Compile Include="Traits\Harvester.cs" />
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95
OpenRa.Game/Traits/AttackBase.cs
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95
OpenRa.Game/Traits/AttackBase.cs
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@@ -0,0 +1,95 @@
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using System;
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namespace OpenRa.Game.Traits
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{
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class AttackBase : IOrder, 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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protected int primaryFireDelay = 0;
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protected int secondaryFireDelay = 0;
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public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f;
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public AttackBase(Actor self) { }
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protected bool CanAttack(Actor self)
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{
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return target != null;
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}
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public virtual void Tick(Actor self)
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{
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if (primaryFireDelay > 0) --primaryFireDelay;
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if (secondaryFireDelay > 0) --secondaryFireDelay;
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primaryRecoil = Math.Max(0f, primaryRecoil - .2f);
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secondaryRecoil = Math.Max(0f, secondaryRecoil - .2f);
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if (target != null && target.IsDead) target = null; /* he's dead, jim. */
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}
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public void DoAttack(Actor self)
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{
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var unit = self.traits.Get<Unit>();
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if (self.unitInfo.Primary != null && CheckFire(self, unit, self.unitInfo.Primary, ref primaryFireDelay,
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self.unitInfo.PrimaryOffset))
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{
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secondaryFireDelay = Math.Max(4, secondaryFireDelay);
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primaryRecoil = 1;
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return;
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}
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if (self.unitInfo.Secondary != null && CheckFire(self, unit, self.unitInfo.Secondary, ref secondaryFireDelay,
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self.unitInfo.SecondaryOffset ?? self.unitInfo.PrimaryOffset))
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{
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if (self.unitInfo.SecondaryOffset != null) secondaryRecoil = 1;
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else primaryRecoil = 1;
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return;
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}
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}
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bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset)
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{
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if (fireDelay > 0) return false;
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var weapon = Rules.WeaponInfo[weaponName];
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if (weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared) return false;
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fireDelay = weapon.ROF;
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Game.world.Add(new Bullet(weaponName, self.Owner, self,
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self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2(),
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target.CenterLocation.ToInt2()));
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return true;
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}
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public Order IssueOrder(Actor self, int2 xy, bool lmb, Actor underCursor)
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{
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if (lmb || underCursor == null) return null;
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if (underCursor.Owner == self.Owner) return null;
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return Order.Attack(self, underCursor);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Attack")
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{
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self.CancelActivity();
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QueueAttack(self, order);
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}
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}
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protected virtual void QueueAttack(Actor self, Order order)
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{
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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/* todo: choose the appropriate weapon, when only one works against this target */
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var weapon = order.Subject.unitInfo.Primary ?? order.Subject.unitInfo.Secondary;
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self.QueueActivity(new Traits.Activities.Attack(order.TargetActor,
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Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
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}
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}
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}
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@@ -1,101 +1,7 @@
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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 AttackBase : IOrder, 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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protected int primaryFireDelay = 0;
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protected int secondaryFireDelay = 0;
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public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f;
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public AttackBase(Actor self) { }
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protected bool CanAttack( Actor self )
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{
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return target != null;
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}
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public virtual void Tick(Actor self)
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{
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if (primaryFireDelay > 0) --primaryFireDelay;
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if (secondaryFireDelay > 0) --secondaryFireDelay;
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primaryRecoil = Math.Max(0f, primaryRecoil - .2f);
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secondaryRecoil = Math.Max(0f, secondaryRecoil - .2f);
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if (target != null && target.IsDead) target = null; /* he's dead, jim. */
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}
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public void DoAttack( Actor self )
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{
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var unit = self.traits.Get<Unit>();
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if( self.unitInfo.Primary != null && CheckFire( self, unit, self.unitInfo.Primary, ref primaryFireDelay,
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self.unitInfo.PrimaryOffset ) )
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{
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secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
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primaryRecoil = 1;
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return;
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}
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if (self.unitInfo.Secondary != null && CheckFire(self, unit, self.unitInfo.Secondary, ref secondaryFireDelay,
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self.unitInfo.SecondaryOffset ?? self.unitInfo.PrimaryOffset))
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{
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if (self.unitInfo.SecondaryOffset != null) secondaryRecoil = 1;
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else primaryRecoil = 1;
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return;
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}
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}
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bool CheckFire( Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset )
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{
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if( fireDelay > 0 ) return false;
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var weapon = Rules.WeaponInfo[ weaponName ];
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if( weapon.Range * weapon.Range < ( target.Location - self.Location ).LengthSquared ) return false;
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fireDelay = weapon.ROF;
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Game.world.Add( new Bullet( weaponName, self.Owner, self,
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self.CenterLocation.ToInt2() + Util.GetTurretPosition( self, unit, offset, 0f ).ToInt2(),
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target.CenterLocation.ToInt2() ) );
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return true;
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}
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public Order IssueOrder( Actor self, int2 xy, bool lmb, Actor underCursor )
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{
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if( lmb || underCursor == null ) return null;
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if( underCursor.Owner == self.Owner ) return null;
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return Order.Attack( self, underCursor );
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}
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public void ResolveOrder( Actor self, Order order )
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{
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if( order.OrderString == "Attack" )
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{
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self.CancelActivity();
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QueueAttack( self, order );
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}
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}
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protected virtual void QueueAttack( Actor self, Order order )
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{
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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/* todo: choose the appropriate weapon, when only one works against this target */
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var weapon = order.Subject.unitInfo.Primary ?? order.Subject.unitInfo.Secondary;
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self.QueueActivity( new Traits.Activities.Attack( order.TargetActor,
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Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) );
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}
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}
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class AttackTurreted : AttackBase
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{
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public AttackTurreted( Actor self ) : base(self) { self.traits.Get<Turreted>(); }
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