#region Copyright & License Information /* * Copyright 2007-2010 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 LICENSE. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Effects; using OpenRA.FileFormats; using OpenRA.GameRules; using OpenRA.Traits; namespace OpenRA.Mods.RA { public 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 virtual object Create(ActorInitializer init) { return new AttackBase(init.self); } } public class Barrel { public int2 Position; public int Facing; /* relative to turret */ } public class Turret { public float Recoil = 0.0f; // remaining recoil fraction public int2 UnitSpacePosition; // where, in the unit's local space. public int2 ScreenSpacePosition; // screen-space hack to make things line up good. public Turret(int[] offset) { ScreenSpacePosition = offset.AbsOffset().ToInt2(); UnitSpacePosition = offset.RelOffset().ToInt2(); } } public class Weapon { public WeaponInfo Info; public int FireDelay = 0; // time (in frames) until the weapon can fire again public int Burst = 0; // burst counter public Barrel[] Barrels; // where projectiles are spawned, in local turret space. public Turret Turret; // where this weapon is mounted public Weapon(string weaponName, Turret turret, int[] localOffset) { Info = Rules.Weapons[weaponName.ToLowerInvariant()]; Burst = Info.Burst; Turret = turret; var barrels = new List(); for (var i = 0; i < localOffset.Length / 3; i++) barrels.Add(new Barrel { Position = new int2(localOffset[3 * i], localOffset[3 * i + 1]), Facing = localOffset[3 * i + 2] }); // if no barrels specified, the default is "turret position; turret facing". if (barrels.Count == 0) barrels.Add(new Barrel { Position = int2.Zero, Facing = 0 }); Barrels = barrels.ToArray(); } public bool IsReloading { get { return FireDelay > 0; } } public void Tick() { if (FireDelay > 0) --FireDelay; Turret.Recoil = Math.Max(0f, Turret.Recoil - .2f); } public bool IsValidAgainst(Target target) { return Combat.WeaponValidForTarget(Info, target); } public void FiredShot() { Turret.Recoil = 1; if (--Burst > 0) FireDelay = Info.BurstDelay; else { FireDelay = Info.ROF; Burst = Info.Burst; } } } public class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderCursor, IOrderVoice { public Target target; public List Weapons = new List(); public List Turrets = new List(); public AttackBase(Actor 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) { if (!target.IsValid) return false; if (Weapons.All(w => w.IsReloading)) return false; if (self.traits.WithInterface().Any(d => d.Disabled)) 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); } void ScheduleDelayedAction(int t, Action a) { if (t > 0) delayedActions.Add(Pair.New(t, a)); else a(); } public void DoAttack(Actor self) { if( !CanAttack( self ) ) return; var unit = self.traits.GetOrDefault(); var info = self.Info.Traits.Get(); foreach (var w in Weapons) if (CheckFire(self, unit, w)) w.FiredShot(); } bool CheckFire(Actor self, Unit unit, Weapon w) { if (w.FireDelay > 0) return false; var limitedAmmo = self.traits.GetOrDefault(); if (limitedAmmo != null && !limitedAmmo.HasAmmo()) return false; if (w.Info.Range * w.Info.Range * Game.CellSize * Game.CellSize < (target.CenterLocation - self.CenterLocation).LengthSquared) return false; if (!w.IsValidAgainst(target)) return false; var barrel = w.Barrels[w.Burst % w.Barrels.Length]; var fireOffset = new[] { w.Turret.UnitSpacePosition.X + barrel.Position.X, w.Turret.UnitSpacePosition.Y + barrel.Position.Y, w.Turret.ScreenSpacePosition.X, w.Turret.ScreenSpacePosition.Y }; // todo: retardage. var destUnit = target.IsActor ? target.Actor.traits.GetOrDefault() : null; var args = new ProjectileArgs { weapon = w.Info, firedBy = self, target = this.target, src = self.CenterLocation.ToInt2() + Combat.GetTurretPosition(self, unit, fireOffset, 0f).ToInt2(), srcAltitude = unit != null ? unit.Altitude : 0, dest = target.CenterLocation.ToInt2(), destAltitude = destUnit != null ? destUnit.Altitude : 0, facing = barrel.Facing + (self.traits.Contains() ? self.traits.Get().turretFacing : unit != null ? unit.Facing : Util.GetFacing(target.CenterLocation - self.CenterLocation, 0)), }; ScheduleDelayedAction( FireDelay( self, self.Info.Traits.Get() ), () => { if (args.weapon.Projectile != null) { var projectile = args.weapon.Projectile.Create(args); if (projectile != null) self.World.Add(projectile); if (!string.IsNullOrEmpty(args.weapon.Report)) Sound.Play(args.weapon.Report + ".aud", self.CenterLocation); } }); foreach (var na in self.traits.WithInterface()) na.Attacking(self); return true; } public virtual int FireDelay( Actor self, AttackBaseInfo info ) { return info.FireDelay; } public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) { if (mi.Button == MouseButton.Left) return null; if (self == underCursor) return null; var target = underCursor == null ? Target.FromCell(xy) : Target.FromActor(underCursor); var isHeal = Weapons[0].Info.Warheads[0].Damage < 0; var forceFire = mi.Modifiers.HasModifier(Modifiers.Ctrl); if (isHeal) { // we can never "heal ground"; that makes no sense. if (!target.IsActor) return null; // unless forced, only heal allies. if (self.Owner.Stances[underCursor.Owner] != Stance.Ally && !forceFire) return null; // don't allow healing of fully-healed stuff! if (underCursor.GetDamageState() == DamageState.Undamaged) return null; } else { if (!target.IsActor) { if (!forceFire) return null; return new Order("Attack", self, xy); } if ((self.Owner.Stances[underCursor.Owner] != Stance.Enemy) && !forceFire) return null; } if (!HasAnyValidWeapons(target)) return null; return new Order(isHeal ? "Heal" : "Attack", self, underCursor); } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Attack" || order.OrderString == "Heal") { self.CancelActivity(); QueueAttack(self, order); if (self.Owner == self.World.LocalPlayer) self.World.AddFrameEndTask(w => { if (order.TargetActor != null) w.Add(new FlashTarget(order.TargetActor)); var line = self.traits.GetOrDefault(); if (line != null) if (order.TargetActor != null) line.SetTarget(self, Target.FromOrder(order), Color.Red); else line.SetTarget(self, Target.FromOrder(order), Color.Red); }); } else target = Target.None; } public string CursorForOrder(Actor self, Order order) { switch (order.OrderString) { case "Attack": return "attack"; case "Heal": return "heal"; default: return null; } } public string VoicePhraseForOrder(Actor self, Order order) { return (order.OrderString == "Attack" || order.OrderString == "Heal") ? "Attack" : null; } protected virtual void QueueAttack(Actor self, Order order) { var weapon = ChooseWeaponForTarget(Target.FromOrder(order)); self.QueueActivity( new Activities.Attack( Target.FromOrder(order), Math.Max(0, (int)weapon.Info.Range))); } public bool HasAnyValidWeapons(Target t) { return Weapons.Any(w => w.IsValidAgainst(t)); } public float GetMaximumRange() { return Weapons.Max(w => w.Info.Range); } public Weapon ChooseWeaponForTarget(Target t) { return Weapons.First(w => w.IsValidAgainst(t)); } } }