#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System; using OpenRA.Mods.RA.Activities; using OpenRA.Traits; namespace OpenRA.Mods.RA { class AttackTurretedInfo : AttackBaseInfo { public override object Create(Actor self) { return new AttackTurreted( self ); } } class AttackTurreted : AttackBase, INotifyBuildComplete { public AttackTurreted(Actor self) : base(self) { } protected override bool CanAttack( Actor self ) { if( self.traits.Contains() && !buildComplete ) return false; if (target == null) return false; var turreted = self.traits.Get(); turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing ); if( turreted.desiredFacing != turreted.turretFacing ) return false; return base.CanAttack( self ); } public override void Tick(Actor self) { base.Tick(self); DoAttack( self ); } protected override void QueueAttack( Actor self, Order order ) { if (self.traits.Contains() && self.traits.Get().Disabled) return; const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */ /* todo: choose the appropriate weapon, when only one works against this target */ var weapon = order.Subject.GetPrimaryWeapon() ?? order.Subject.GetSecondaryWeapon(); if (self.traits.Contains()) self.QueueActivity( new Follow( order.TargetActor, Math.Max( 0, (int)weapon.Range - RangeTolerance ) ) ); target = order.TargetActor; } bool buildComplete = false; public void BuildingComplete(Actor self) { buildComplete = true; } } }