using System.Linq; 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 IActivity Tick( Actor self ) { var unit = self.traits.Get(); if (Target == null || Target.IsDead) return NextActivity; if ((Target.Location - self.Location).LengthSquared >= Range * Range) return new Move( Target, Range ) { NextActivity = this }; var desiredFacing = Util.GetFacing((Target.Location - self.Location).ToFloat2(), 0); var renderUnit = self.traits.WithInterface().FirstOrDefault(); var numDirs = (renderUnit != null) ? renderUnit.anim.CurrentSequence.Length : 8; if (Util.QuantizeFacing(unit.Facing, numDirs) != Util.QuantizeFacing(desiredFacing, numDirs)) { return new Turn( desiredFacing ) { NextActivity = this }; } var attack = self.traits.WithInterface().First(); attack.target = Target; attack.DoAttack(self); return this; } public void Cancel(Actor self) { Target = null; } } }