#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.Linq; using OpenRA.GameRules; using OpenRA.Traits; namespace OpenRA.Mods.RA { class CarpetBombInfo : ITraitInfo { [WeaponReference] public readonly string Weapon = null; public readonly int Range = 3; public object Create(ActorInitializer init) { return new CarpetBomb(this); } } // TODO: maybe integrate this better with the normal weapons system? class CarpetBomb : ITick, ISync { CarpetBombInfo info; Target target; [Sync] int dropDelay; [Sync] WRange range; public CarpetBomb(CarpetBombInfo info) { this.info = info; // TODO: Push this conversion into the yaml range = WRange.FromCells(info.Range); } public void SetTarget(CPos targetCell) { target = Target.FromCell(targetCell); } public void Tick(Actor self) { if (!target.IsInRange(self.CenterPosition, range)) return; var limitedAmmo = self.TraitOrDefault(); if (limitedAmmo != null && !limitedAmmo.HasAmmo()) return; if (--dropDelay <= 0) { var weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()]; dropDelay = weapon.ROF; var pos = self.CenterPosition; var args = new ProjectileArgs { weapon = weapon, facing = self.Trait().Facing, source = pos, sourceActor = self, passiveTarget = pos - new WVec(0, 0, pos.Z) }; self.World.Add(args.weapon.Projectile.Create(args)); if (args.weapon.Report != null && args.weapon.Report.Any()) Sound.Play(args.weapon.Report.Random(self.World.SharedRandom), self.CenterPosition); } } } }