#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 WVec Offset; public WAngle Yaw; } [Desc("Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)")] public class ArmamentInfo : ITraitInfo, Requires { public readonly string Name = "primary"; [WeaponReference] [Desc("Has to be defined here and in weapons.yaml.")] public readonly string Weapon = null; public readonly string Turret = "primary"; [Desc("Time (in frames) until the weapon can fire again.")] public readonly int FireDelay = 0; [Desc("Muzzle position relative to turret or body. (forward, right, up) triples")] public readonly WRange[] LocalOffset = {}; [Desc("Muzzle yaw relative to turret or body.")] public readonly WAngle[] LocalYaw = {}; [Desc("Move the turret backwards when firing.")] public readonly WRange Recoil = WRange.Zero; [Desc("Recoil recovery per-frame")] public readonly WRange RecoilRecovery = new WRange(9); 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; Lazy Coords; public WRange Recoil; public int FireDelay { get; private set; } public int Burst { get; private set; } public Armament(Actor self, ArmamentInfo info) { Info = info; // We can't resolve these until runtime Turret = Lazy.New(() => self.TraitsImplementing().FirstOrDefault(t => t.Name == info.Turret)); Coords = Lazy.New(() => self.Trait()); Weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()]; Burst = Weapon.Burst; if (info.LocalOffset.Length % 3 != 0) throw new InvalidOperationException("Invalid LocalOffset array length"); var barrels = new List(); for (var i = 0; i < info.LocalOffset.Length / 3; i++) { barrels.Add(new Barrel { Offset = new WVec(info.LocalOffset[3*i], info.LocalOffset[3*i + 1], info.LocalOffset[3*i + 2]), Yaw = info.LocalYaw.Length > i ? info.LocalYaw[i] : WAngle.Zero }); } if (barrels.Count == 0) barrels.Add(new Barrel { Offset = WVec.Zero, Yaw = WAngle.Zero }); Barrels = barrels.ToArray(); } public void Tick(Actor self) { if (FireDelay > 0) --FireDelay; Recoil = new WRange(Math.Max(0, Recoil.Range - Info.RecoilRecovery.Range)); } // Note: facing is only used by the legacy positioning code // The world coordinate model uses Actor.Orientation public void CheckFire(Actor self, AttackBase attack, IFacing facing, Target target) { if (FireDelay > 0) return; var limitedAmmo = self.TraitOrDefault(); if (limitedAmmo != null && !limitedAmmo.HasAmmo()) return; // TODO: Define weapon ranges as WRange var range = new WRange((int)(1024*Weapon.Range)); var minRange = new WRange((int)(1024*Weapon.MinRange)); if (!target.IsInRange(self.CenterPosition, range)) return; if (target.IsInRange(self.CenterPosition, minRange)) return; if (!Weapon.IsValidAgainst(target, self.World)) return; var barrel = Barrels[Burst % Barrels.Length]; var muzzlePosition = self.CenterPosition + MuzzleOffset(self, barrel); var legacyFacing = MuzzleOrientation(self, barrel).Yaw.Angle / 4; var args = new ProjectileArgs { weapon = Weapon, facing = legacyFacing, firepowerModifier = self.TraitsImplementing() .Select(a => a.GetFirepowerModifier()) .Product(), source = muzzlePosition, sourceActor = self, passiveTarget = target.CenterPosition, guidedTarget = target }; 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), self.CenterPosition); } }); 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 IsReloading { get { return FireDelay > 0; } } public WVec MuzzleOffset(Actor self, Barrel b) { var bodyOrientation = Coords.Value.QuantizeOrientation(self, self.Orientation); var localOffset = b.Offset + new WVec(-Recoil, WRange.Zero, WRange.Zero); if (Turret.Value != null) { var turretOrientation = Coords.Value.QuantizeOrientation(self, Turret.Value.LocalOrientation(self)); localOffset = localOffset.Rotate(turretOrientation); localOffset += Turret.Value.Offset; } return Coords.Value.LocalToWorld(localOffset.Rotate(bodyOrientation)); } public WRot MuzzleOrientation(Actor self, Barrel b) { var orientation = self.Orientation + WRot.FromYaw(b.Yaw); if (Turret.Value != null) orientation += Turret.Value.LocalOrientation(self); return orientation; } } }