#region Copyright & License Information /* * Copyright 2007-2015 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.Linq; using OpenRA.Activities; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { public class AttackBomberInfo : AttackBaseInfo { [Desc("Armament name")] public readonly string Bombs = "primary"; [Desc("Armament name")] public readonly string Guns = "secondary"; public readonly int FacingTolerance = 2; public override object Create(ActorInitializer init) { return new AttackBomber(init.Self, this); } } public class AttackBomber : AttackBase, ITick, ISync, INotifyRemovedFromWorld { AttackBomberInfo info; [Sync] Target target; [Sync] bool inAttackRange; [Sync] bool facingTarget = true; public event Action OnRemovedFromWorld = self => { }; public event Action OnEnteredAttackRange = self => { }; public event Action OnExitedAttackRange = self => { }; public AttackBomber(Actor self, AttackBomberInfo info) : base(self, info) { this.info = info; } public void Tick(Actor self) { var cp = self.CenterPosition; var bombTarget = Target.FromPos(cp - new WVec(0, 0, cp.Z)); var wasInAttackRange = inAttackRange; var wasFacingTarget = facingTarget; inAttackRange = false; var f = facing.Value.Facing; var facingToTarget = Util.GetFacing(target.CenterPosition - self.CenterPosition, f); facingTarget = Math.Abs(facingToTarget - f) % 256 <= info.FacingTolerance; // Bombs drop anywhere in range foreach (var a in Armaments.Where(a => a.Info.Name == info.Bombs)) { if (!target.IsInRange(self.CenterPosition, a.Weapon.Range)) continue; inAttackRange = true; a.CheckFire(self, facing.Value, bombTarget); } // Guns only fire when approaching the target if (facingTarget) { foreach (var a in Armaments.Where(a => a.Info.Name == info.Guns)) { if (!target.IsInRange(self.CenterPosition, a.Weapon.Range)) continue; var t = Target.FromPos(cp - new WVec(0, a.Weapon.Range.Range / 2, cp.Z).Rotate(WRot.FromFacing(f))); inAttackRange = true; a.CheckFire(self, facing.Value, t); } } // Actors without armaments may want to trigger an action when it passes the target if (!Armaments.Any()) inAttackRange = !wasInAttackRange && !facingTarget && wasFacingTarget; if (inAttackRange && !wasInAttackRange) OnEnteredAttackRange(self); if (!inAttackRange && wasInAttackRange) OnExitedAttackRange(self); } public void SetTarget(World w, WPos pos) { target = Target.FromPos(pos); } public void RemovedFromWorld(Actor self) { OnRemovedFromWorld(self); } public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove) { throw new NotImplementedException("AttackBomber requires a scripted target"); } } }