#region Copyright & License Information /* * Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.FileFormats; using OpenRA.GameRules; using OpenRA.Mods.RA.Render; using OpenRA.Traits; namespace OpenRA.Mods.RA { public class Barrel { public PVecInt TurretSpaceOffset; // position in turret space public PVecInt ScreenSpaceOffset; // screen-space hack to make things line up good. public int Facing; // deviation from turret facing } public class ArmamentInfo : ITraitInfo, Requires { [WeaponReference] [Desc("Has to be defined here and in weapons.yaml.")] public readonly string Weapon = null; public readonly string Turret = "primary"; public readonly int Recoil = 0; public readonly int FireDelay = 0; public readonly float RecoilRecovery = 0.2f; public readonly int[] LocalOffset = { }; public object Create(ActorInitializer init) { return new Armament(init.self, this); } } public class Armament : ITick { public readonly ArmamentInfo Info; public readonly WeaponInfo Weapon; public readonly Barrel[] Barrels; Lazy Turret; public float Recoil { get; private set; } public int FireDelay { get; private set; } public int Burst { get; private set; } public Armament(Actor self, ArmamentInfo info) { Info = info; // We can't soft-depend on TraitInfo, so we have to wait // until runtime to cache this Turret = Lazy.New(() => self.TraitsImplementing().FirstOrDefault(t => t.info.Turret == info.Turret)); Weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()]; Burst = Weapon.Burst; var barrels = new List(); for (var i = 0; i < info.LocalOffset.Length / 5; i++) barrels.Add(new Barrel { TurretSpaceOffset = new PVecInt(info.LocalOffset[5 * i], info.LocalOffset[5 * i + 1]), ScreenSpaceOffset = new PVecInt(info.LocalOffset[5 * i + 2], info.LocalOffset[5 * i + 3]), Facing = info.LocalOffset[5 * i + 4], }); // if no barrels specified, the default is "turret position; turret facing". if (barrels.Count == 0) barrels.Add(new Barrel { TurretSpaceOffset = PVecInt.Zero, ScreenSpaceOffset = PVecInt.Zero, Facing = 0 }); Barrels = barrels.ToArray(); } public void Tick(Actor self) { if (FireDelay > 0) --FireDelay; Recoil = Math.Max(0f, Recoil - Info.RecoilRecovery); } public void CheckFire(Actor self, AttackBase attack, IMove move, IFacing facing, Target target) { if (FireDelay > 0) return; var limitedAmmo = self.TraitOrDefault(); if (limitedAmmo != null && !limitedAmmo.HasAmmo()) return; if (!Combat.IsInRange(self.CenterLocation, Weapon.Range, target)) return; if (Combat.IsInRange(self.CenterLocation, Weapon.MinRange, target)) return; if (!IsValidAgainst(self.World, target)) return; var barrel = Barrels[Burst % Barrels.Length]; var destMove = target.IsActor ? target.Actor.TraitOrDefault() : null; var args = new ProjectileArgs { weapon = Weapon, firedBy = self, target = target, src = (self.CenterLocation + (PVecInt)MuzzlePxPosition(self, facing, barrel).ToInt2()), srcAltitude = move != null ? move.Altitude : 0, dest = target.CenterLocation, destAltitude = destMove != null ? destMove.Altitude : 0, facing = barrel.Facing + (Turret.Value != null ? Turret.Value.turretFacing : facing != null ? facing.Facing : Util.GetFacing(target.CenterLocation - self.CenterLocation, 0)), firepowerModifier = self.TraitsImplementing() .Select(a => a.GetFirepowerModifier()) .Product() }; attack.ScheduleDelayedAction(Info.FireDelay, () => { if (args.weapon.Projectile != null) { var projectile = args.weapon.Projectile.Create(args); if (projectile != null) self.World.Add(projectile); if (args.weapon.Report != null && args.weapon.Report.Any()) Sound.Play(args.weapon.Report.Random(self.World.SharedRandom) + ".aud", self.CenterLocation); } }); foreach (var na in self.TraitsImplementing()) na.Attacking(self, target); Recoil = Info.Recoil; if (--Burst > 0) FireDelay = Weapon.BurstDelay; else { FireDelay = Weapon.ROF; Burst = Weapon.Burst; } } public bool IsValidAgainst(World world, Target target) { if (target.IsActor) return Combat.WeaponValidForTarget(Weapon, target.Actor); else return Combat.WeaponValidForTarget(Weapon, world, target.CenterLocation.ToCPos()); } public bool IsReloading { get { return FireDelay > 0; } } PVecFloat GetUnitspaceBarrelOffset(Actor self, IFacing facing, Barrel b) { if (Turret.Value == null && facing == null) return PVecFloat.Zero; var turretFacing = Turret.Value != null ? Turret.Value.turretFacing : facing.Facing; return (PVecFloat)Util.RotateVectorByFacing(b.TurretSpaceOffset.ToFloat2(), turretFacing, .7f); } public PVecFloat MuzzlePxPosition(Actor self, IFacing facing, Barrel b) { PVecFloat pos = b.ScreenSpaceOffset; // local facing offset doesn't make sense for actors that don't rotate if (Turret.Value == null && facing == null) return pos; if (Turret.Value != null) pos += Turret.Value.PxPosition(self, facing); // Add local unitspace/turretspace offset var f = Turret.Value != null ? Turret.Value.turretFacing : facing.Facing; // This is going away, so no point adding unnecessary usings var ru = self.TraitOrDefault(); var numDirs = (ru != null) ? ru.anim.CurrentSequence.Facings : 8; var quantizedFacing = Util.QuantizeFacing(f, numDirs) * (256 / numDirs); pos += (PVecFloat)Util.RotateVectorByFacing(b.TurretSpaceOffset.ToFloat2(), quantizedFacing, .7f); return pos; } public PVecFloat RecoilPxOffset(Actor self, int facing) { var localRecoil = new float2(0, Recoil); return (PVecFloat)Util.RotateVectorByFacing(localRecoil, facing, .7f); } } }