#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 OpenRA.Mods.RA.Render; using OpenRA.Traits; using OpenRA.Mods.RA.Move; namespace OpenRA.Mods.RA.Activities { /* non-turreted attack */ public class Attack : Activity { protected Target Target; ITargetable targetable; int Range; bool AllowMovement; int nextPathTime; const int delayBetweenPathingAttempts = 20; const int delaySpread = 5; public Attack(Target target, int range, bool allowMovement) { Target = target; if (target.IsActor) targetable = target.Actor.TraitOrDefault(); Range = range; AllowMovement = allowMovement; } public Attack(Target target, int range) : this(target, range, true) {} public override Activity Tick( Actor self ) { var attack = self.Trait(); var ret = InnerTick( self, attack ); attack.IsAttacking = ( ret == this ); return ret; } protected virtual Activity InnerTick( Actor self, AttackBase attack ) { if (IsCanceled) return NextActivity; if (!Target.IsValid) return NextActivity; if (!self.Owner.HasFogVisibility() && Target.Actor != null && Target.Actor.HasTrait() && !self.Owner.Shroud.IsTargetable(Target.Actor)) return NextActivity; if (targetable != null && !targetable.TargetableBy(Target.Actor, self)) return NextActivity; if (!Combat.IsInRange(self.CenterLocation, Range, Target)) { if (--nextPathTime > 0) return this; nextPathTime = self.World.SharedRandom.Next(delayBetweenPathingAttempts - delaySpread, delayBetweenPathingAttempts + delaySpread); return (AllowMovement) ? Util.SequenceActivities(self.Trait().MoveWithinRange(Target, Range), this) : NextActivity; } var desiredFacing = Util.GetFacing(Target.CenterLocation - self.CenterLocation, 0); var facing = self.Trait(); if (facing.Facing != desiredFacing) return Util.SequenceActivities( new Turn( desiredFacing ), this ); attack.DoAttack(self, Target); return this; } } }