using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace OpenRa.Game.Traits.Activities { class HeliAttack : IActivity { Actor target; const int CruiseAltitude = 20; public HeliAttack( Actor target ) { this.target = target; } public IActivity NextActivity { get; set; } public IActivity Tick(Actor self) { if (target == null || target.IsDead) return NextActivity; var limitedAmmo = self.traits.GetOrDefault(); if (limitedAmmo != null && !limitedAmmo.HasAmmo()) return NextActivity; var unit = self.traits.Get(); if (unit.Altitude != CruiseAltitude) { unit.Altitude += Math.Sign(CruiseAltitude - unit.Altitude); return this; } var range = Rules.WeaponInfo[ self.LegacyInfo.Primary ].Range - 1; var dist = target.CenterLocation - self.CenterLocation; var desiredFacing = Util.GetFacing(dist, unit.Facing); Util.TickFacing(ref unit.Facing, desiredFacing, self.LegacyInfo.ROT); if (!float2.WithinEpsilon(float2.Zero, dist, range * Game.CellSize)) { var rawSpeed = .2f * Util.GetEffectiveSpeed(self); self.CenterLocation += (rawSpeed / dist.Length) * dist; self.Location = ((1 / 24f) * self.CenterLocation).ToInt2(); } /* todo: maintain seperation wrt other helis */ return this; } public void Cancel(Actor self) { target = null; NextActivity = null; } } }