Restructuring orders.
This commit is contained in:
@@ -1,111 +1,79 @@
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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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abstract class AttackBase : IOrder
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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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protected bool CanAttack( 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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if( target != null && target.IsDead ) target = null; /* he's dead, jim. */
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if( target == null ) return false;
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return true;
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}
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protected void DoAttack( Actor self )
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{
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if( self.unitInfo.Primary != null && CheckFire( self, 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, self.unitInfo.Secondary, ref secondaryFireDelay ) )
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return;
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}
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bool CheckFire( Actor self, string weaponName, ref int fireDelay )
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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(),
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target.CenterLocation.ToInt2() ) );
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return true;
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}
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public Order Order( 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 new AttackOrder( self, underCursor );
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}
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}
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class AttackTurreted : AttackBase, ITick
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{
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public AttackTurreted( Actor self ) { self.traits.Get<Turreted>(); }
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public void Tick(Actor self)
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{
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if( !CanAttack( self ) ) return;
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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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if( turreted.desiredFacing != turreted.turretFacing )
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return;
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DoAttack( self );
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}
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}
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class AttackOrder : Order
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{
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public readonly Actor Attacker;
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public readonly Actor Target;
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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public AttackOrder( Actor attacker, Actor target )
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{
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this.Attacker = attacker;
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this.Target = target;
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}
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public override void Apply( bool doVoice )
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{
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var mobile = Attacker.traits.GetOrDefault<Mobile>();
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if (mobile != null)
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{
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var weapon = Attacker.unitInfo.Primary ?? Attacker.unitInfo.Secondary;
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/* todo: choose the appropriate weapon, when only one works against this target */
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var range = Rules.WeaponInfo[weapon].Range;
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mobile.Cancel(Attacker);
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mobile.QueueActivity(
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new Mobile.MoveTo(Target,
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Math.Max(0, (int)range - RangeTolerance)));
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}
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Attacker.traits.Get<AttackTurreted>().target = Target;
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}
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}
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}
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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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abstract class AttackBase : IOrder
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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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protected bool CanAttack( 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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if( target != null && target.IsDead ) target = null; /* he's dead, jim. */
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if( target == null ) return false;
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return true;
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}
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protected void DoAttack( Actor self )
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{
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if( self.unitInfo.Primary != null && CheckFire( self, 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, self.unitInfo.Secondary, ref secondaryFireDelay ) )
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return;
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}
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bool CheckFire( Actor self, string weaponName, ref int fireDelay )
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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(),
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target.CenterLocation.ToInt2() ) );
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return true;
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}
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public Order Order( 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 OpenRa.Game.Order.Attack( self, underCursor );
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}
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}
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class AttackTurreted : AttackBase, ITick
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{
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public AttackTurreted( Actor self ) { self.traits.Get<Turreted>(); }
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public void Tick(Actor self)
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{
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if( !CanAttack( self ) ) return;
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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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if( turreted.desiredFacing != turreted.turretFacing )
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return;
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DoAttack( self );
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}
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}
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}
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