using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace OpenRa.Game.Traits.Activities { /* non-turreted attack */ class Attack : IActivity { Actor Target; int Range; public Attack(Actor target, int range) { Target = target; Range = range; } public IActivity NextActivity { get; set; } public void Tick(Actor self, Mobile mobile) { if (Target.IsDead) { mobile.InternalSetActivity(NextActivity); return; } if ((Target.Location - self.Location).LengthSquared >= Range * Range) { mobile.InternalSetActivity(new Move(Target, Range)); mobile.QueueActivity(this); return; } var desiredFacing = Util.GetFacing((Target.Location - self.Location).ToFloat2(), 0); var renderUnit = self.traits.WithInterface().First(); if (Util.QuantizeFacing(mobile.facing, renderUnit.anim.CurrentSequence.Length) != Util.QuantizeFacing(desiredFacing, renderUnit.anim.CurrentSequence.Length)) { mobile.InternalSetActivity(new Turn(desiredFacing)); mobile.QueueActivity(this); return; } var attack = self.traits.WithInterface().First(); attack.target = Target; attack.DoAttack(self); } public void Cancel(Actor self, Mobile mobile) { mobile.InternalSetActivity(null); } } }