using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace OpenRa.Game.Traits { class AttackTurreted : ITick { public Actor target; // time (in frames) until each weapon can fire again. int primaryFireDelay = 0; int secondaryFireDelay = 0; public AttackTurreted( Actor self ) { self.traits.Get(); } public void Tick(Actor self) { if (primaryFireDelay > 0) --primaryFireDelay; if (secondaryFireDelay > 0) --secondaryFireDelay; if (target != null && target.IsDead) target = null; /* he's dead, jim. */ if (target == null) return; var turreted = self.traits.Get(); turreted.desiredFacing = Util.GetFacing(target.CenterLocation - self.CenterLocation, turreted.turretFacing); if (turreted.desiredFacing != turreted.turretFacing) return; if (self.unitInfo.Primary != null && CheckFire(self, self.unitInfo.Primary, ref primaryFireDelay)) { secondaryFireDelay = Math.Max(4, secondaryFireDelay); return; } if (self.unitInfo.Secondary != null && CheckFire(self, self.unitInfo.Secondary, ref secondaryFireDelay)) return; } bool CheckFire( Actor self, string weaponName, ref int fireDelay ) { if( fireDelay > 0 ) return false; var weapon = Rules.WeaponInfo[ weaponName ]; if( weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared ) return false; // FIXME: rules specifies ROF in 1/15 sec units; ticks are 1/25 sec fireDelay = weapon.ROF; Game.world.Add( new Bullet( weaponName, self.Owner, self, self.CenterLocation.ToInt2(), target.CenterLocation.ToInt2() ) ); return true; } } }