using System; namespace OpenRa.Game.Traits { class AttackTurreted : AttackBase { public AttackTurreted( Actor self ) : base(self) { self.traits.Get(); } public override void Tick(Actor self) { base.Tick(self); if( !CanAttack( self ) ) return; var turreted = self.traits.Get(); turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing ); if( turreted.desiredFacing != turreted.turretFacing ) return; DoAttack( self ); } protected override void QueueAttack( Actor self, Order order ) { 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.Info.Primary ?? order.Subject.Info.Secondary; self.QueueActivity( new Traits.Activities.Follow( order.TargetActor, Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) ); self.traits.Get().target = order.TargetActor; } } }