#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.GameRules; using OpenRA.Traits; namespace OpenRA.Mods.RA { public class Barrel { public int2 Position; // position in turret space public int Facing; // deviation from turret facing } public class Turret { public float Recoil = 0.0f; // remaining recoil fraction public int2 UnitSpacePosition; // where, in the unit's local space. public int2 ScreenSpacePosition; // screen-space hack to make things line up good. public Turret(int[] offset) { ScreenSpacePosition = offset.AbsOffset().ToInt2(); UnitSpacePosition = offset.RelOffset().ToInt2(); } } public class Weapon { public WeaponInfo Info; public int FireDelay = 0; // time (in frames) until the weapon can fire again public int Burst = 0; // burst counter public Barrel[] Barrels; // where projectiles are spawned, in local turret space. public Turret Turret; // where this weapon is mounted -- possibly shared public Weapon(string weaponName, Turret turret, int[] localOffset) { Info = Rules.Weapons[weaponName.ToLowerInvariant()]; Burst = Info.Burst; Turret = turret; var barrels = new List(); for (var i = 0; i < localOffset.Length / 3; i++) barrels.Add(new Barrel { Position = new int2(localOffset[3 * i], localOffset[3 * i + 1]), Facing = localOffset[3 * i + 2] }); // if no barrels specified, the default is "turret position; turret facing". if (barrels.Count == 0) barrels.Add(new Barrel { Position = int2.Zero, Facing = 0 }); Barrels = barrels.ToArray(); } public bool IsReloading { get { return FireDelay > 0; } } public void Tick() { if (FireDelay > 0) --FireDelay; Turret.Recoil = Math.Max(0f, Turret.Recoil - .2f); } public bool IsValidAgainst(World world, Target target) { if( target.IsActor ) return Combat.WeaponValidForTarget( Info, target.Actor ); else return Combat.WeaponValidForTarget( Info, world, Util.CellContaining( target.CenterLocation ) ); } public void FiredShot() { Turret.Recoil = 1; if (--Burst > 0) FireDelay = Info.BurstDelay; else { FireDelay = Info.ROF; Burst = Info.Burst; } } public void CheckFire(Actor self, AttackBase attack, IMove move, IFacing facing, Target target) { if (FireDelay > 0) return; var limitedAmmo = self.TraitOrDefault(); if (limitedAmmo != null && !limitedAmmo.HasAmmo()) return; if( !Combat.IsInRange( self.CenterLocation, Info.Range, target ) ) return; if( Combat.IsInRange( self.CenterLocation, Info.MinRange, target ) ) return; if (!IsValidAgainst(self.World, target)) return; var barrel = Barrels[Burst % Barrels.Length]; var destMove = target.IsActor ? target.Actor.TraitOrDefault() : null; var args = new ProjectileArgs { weapon = Info, firedBy = self, target = target, src = (self.CenterLocation + Combat.GetTurretPosition(self, facing, Turret) + Combat.GetBarrelPosition(self, facing, Turret, barrel)).ToInt2(), srcAltitude = move != null ? move.Altitude : 0, dest = target.CenterLocation, destAltitude = destMove != null ? destMove.Altitude : 0, facing = barrel.Facing + (self.HasTrait() ? self.Trait().turretFacing : facing != null ? facing.Facing : Util.GetFacing(target.CenterLocation - self.CenterLocation, 0)), firepowerModifier = self.TraitsImplementing() .Select(a => a.GetFirepowerModifier()) .Product() }; attack.ScheduleDelayedAction( attack.FireDelay( self, target, self.Info.Traits.Get() ), () => { if (args.weapon.Projectile != null) { var projectile = args.weapon.Projectile.Create(args); if (projectile != null) self.World.Add(projectile); if (!string.IsNullOrEmpty(args.weapon.Report)) Sound.Play(args.weapon.Report + ".aud", self.CenterLocation); } }); foreach (var na in self.TraitsImplementing()) na.Attacking(self, target); FiredShot(); } } }