#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.Drawing; using System.Linq; using OpenRA.FileFormats; using OpenRA.Traits; namespace OpenRA.Mods.RA { public abstract class AttackBaseInfo : ITraitInfo { [WeaponReference] public readonly string PrimaryWeapon = null; [WeaponReference] public readonly string SecondaryWeapon = null; public readonly int Recoil = 0; public readonly int[] PrimaryLocalOffset = { }; public readonly int[] SecondaryLocalOffset = { }; public readonly int[] PrimaryOffset = { 0, 0 }; public readonly int[] SecondaryOffset = null; public readonly bool MuzzleFlash = false; public readonly int FireDelay = 0; public readonly bool AlignIdleTurrets = false; public readonly bool CanAttackGround = true; public readonly float ScanTimeAverage = 2f; public readonly float ScanTimeSpread = .5f; public abstract object Create(ActorInitializer init); public float GetMaximumRange() { var priRange = PrimaryWeapon != null ? Rules.Weapons[PrimaryWeapon.ToLowerInvariant()].Range : 0; var secRange = SecondaryWeapon != null ? Rules.Weapons[SecondaryWeapon.ToLowerInvariant()].Range : 0; return Math.Max(priRange, secRange); } } public abstract class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderVoice, ISync { public bool IsAttacking { get; internal set; } public List Weapons = new List(); public List Turrets = new List(); readonly Actor self; public AttackBase(Actor self) { this.self = self; var info = self.Info.Traits.Get(); Turrets.Add(new Turret(info.PrimaryOffset)); if (info.SecondaryOffset != null) Turrets.Add(new Turret(info.SecondaryOffset)); if (info.PrimaryWeapon != null) Weapons.Add(new Weapon(info.PrimaryWeapon, Turrets[0], info.PrimaryLocalOffset)); if (info.SecondaryWeapon != null) Weapons.Add(new Weapon(info.SecondaryWeapon, info.SecondaryOffset != null ? Turrets[1] : Turrets[0], info.SecondaryLocalOffset)); } protected virtual bool CanAttack(Actor self, Target target) { if (!target.IsValid) return false; if (Weapons.All(w => w.IsReloading)) return false; if (self.TraitsImplementing().Any(d => d.Disabled)) return false; if (target.IsActor && target.Actor.HasTrait() && !target.Actor.Trait().TargetableBy(target.Actor,self)) return false; return true; } public bool ShouldExplode(Actor self) { return !IsReloading(); } public bool IsReloading() { return Weapons.Any(w => w.IsReloading); } List> delayedActions = new List>(); public virtual void Tick(Actor self) { foreach (var w in Weapons) w.Tick(); for (var i = 0; i < delayedActions.Count; i++) { var x = delayedActions[i]; if (--x.First <= 0) x.Second(); delayedActions[i] = x; } delayedActions.RemoveAll(a => a.First <= 0); } internal void ScheduleDelayedAction(int t, Action a) { if (t > 0) delayedActions.Add(Pair.New(t, a)); else a(); } public virtual void DoAttack(Actor self, Target target) { if( !CanAttack( self, target ) ) return; var move = self.TraitOrDefault(); var facing = self.TraitOrDefault(); foreach (var w in Weapons) w.CheckFire(self, this, move, facing, target); } public virtual int FireDelay( Actor self, Target target, AttackBaseInfo info ) { return info.FireDelay; } bool IsHeal { get { return Weapons[ 0 ].Info.Warheads[ 0 ].Damage < 0; } } public IEnumerable Orders { get { yield return new AttackOrderTargeter( "Attack", 6, IsHeal ); } } public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued ) { if( order is AttackOrderTargeter ) { if( target.IsActor ) return new Order("Attack", self, queued) { TargetActor = target.Actor }; else return new Order( "Attack", self, queued ) { TargetLocation = Util.CellContaining( target.CenterLocation ) }; } return null; } public virtual void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Attack" || order.OrderString == "AttackHold") { var target = Target.FromOrder(order); self.SetTargetLine(target, Color.Red); AttackTarget(target, order.Queued, order.OrderString == "Attack"); } else { /* hack */ if (self.HasTrait() && self.Info.Traits.Get().AlignIdleTurrets) self.Trait().desiredFacing = null; } } public string VoicePhraseForOrder(Actor self, Order order) { return (order.OrderString == "Attack" || order.OrderString == "AttackHold") ? "Attack" : null; } public abstract IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove); public bool HasAnyValidWeapons(Target t) { return Weapons.Any(w => w.IsValidAgainst(self.World, t)); } public float GetMaximumRange() { return Weapons.Max(w => w.Info.Range); } public Weapon ChooseWeaponForTarget(Target t) { return Weapons.FirstOrDefault(w => w.IsValidAgainst(self.World, t)); } public void AttackTarget( Target target, bool queued, bool allowMove ) { if( !target.IsValid ) return; self.QueueActivity(queued, GetAttackActivity(self, target, allowMove)); } class AttackOrderTargeter : IOrderTargeter { readonly bool isHeal; public AttackOrderTargeter( string order, int priority, bool isHeal ) { this.OrderID = order; this.OrderPriority = priority; this.isHeal = isHeal; } public string OrderID { get; private set; } public int OrderPriority { get; private set; } public bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor) { IsQueued = forceQueued; cursor = isHeal ? "heal" : "attack"; if( self == target ) return false; if( !self.Trait().HasAnyValidWeapons( Target.FromActor( target ) ) ) return false; var playerRelationship = self.Owner.Stances[ target.Owner ]; if( isHeal ) return playerRelationship == Stance.Ally || forceAttack; else return playerRelationship == Stance.Enemy || forceAttack; } public bool CanTargetLocation(Actor self, int2 location, List actorsAtLocation, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor) { if (!self.World.Map.IsInMap(location)) return false; IsQueued = forceQueued; cursor = isHeal ? "heal" : "attack"; if( isHeal ) return false; if( !self.Trait().HasAnyValidWeapons( Target.FromCell( location ) ) ) return false; if( forceAttack ) if( self.Info.Traits.Get().CanAttackGround ) return true; return false; } public bool IsQueued { get; protected set; } } } }