using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace OpenRa.Game.Traits { class AttackBase : IOrder, ITick { public Actor target; // time (in frames) until each weapon can fire again. protected int primaryFireDelay = 0; protected int secondaryFireDelay = 0; public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f; public AttackBase(Actor self) { } protected bool CanAttack( Actor self ) { return target != null; } public virtual void Tick(Actor self) { if (primaryFireDelay > 0) --primaryFireDelay; if (secondaryFireDelay > 0) --secondaryFireDelay; primaryRecoil = Math.Max(0f, primaryRecoil - .2f); secondaryRecoil = Math.Max(0f, secondaryRecoil - .2f); if (target != null && target.IsDead) target = null; /* he's dead, jim. */ } public void DoAttack( Actor self ) { var unit = self.traits.Get(); if( self.unitInfo.Primary != null && CheckFire( self, unit, self.unitInfo.Primary, ref primaryFireDelay, self.unitInfo.PrimaryOffset ) ) { secondaryFireDelay = Math.Max( 4, secondaryFireDelay ); primaryRecoil = 1; return; } if (self.unitInfo.Secondary != null && CheckFire(self, unit, self.unitInfo.Secondary, ref secondaryFireDelay, self.unitInfo.SecondaryOffset ?? self.unitInfo.PrimaryOffset)) { if (self.unitInfo.SecondaryOffset != null) secondaryRecoil = 1; else primaryRecoil = 1; return; } } bool CheckFire( Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset ) { if( fireDelay > 0 ) return false; var weapon = Rules.WeaponInfo[ weaponName ]; if( weapon.Range * weapon.Range < ( target.Location - self.Location ).LengthSquared ) return false; fireDelay = weapon.ROF; Game.world.Add( new Bullet( weaponName, self.Owner, self, self.CenterLocation.ToInt2() + Util.GetTurretPosition( self, unit, offset, 0f ).ToInt2(), target.CenterLocation.ToInt2() ) ); return true; } public Order IssueOrder( Actor self, int2 xy, bool lmb, Actor underCursor ) { if( lmb || underCursor == null ) return null; if( underCursor.Owner == self.Owner ) return null; return Order.Attack( self, underCursor ); } public void ResolveOrder( Actor self, Order order ) { if( order.OrderString == "Attack" ) { self.CancelActivity(); QueueAttack( self, order ); } } protected virtual 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.unitInfo.Primary ?? order.Subject.unitInfo.Secondary; self.QueueActivity( new Traits.Activities.Attack( order.TargetActor, Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) ); } } 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.unitInfo.Primary ?? order.Subject.unitInfo.Secondary; self.QueueActivity( new Traits.Activities.Follow( order.TargetActor, Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) ); self.traits.Get().target = order.TargetActor; } } }