using System; using OpenRa.Game.Effects; namespace OpenRa.Game.Traits { class AttackBase : IOrder, ITick { public Actor target; // time (in frames) until each weapon can fire again. protected int primaryFireDelay = 0; protected int secondaryFireDelay = 0; int primaryBurst; int secondaryBurst; public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f; public AttackBase(Actor self) { var primaryWeapon = self.Info.Primary != null ? Rules.WeaponInfo[self.Info.Primary] : null; var secondaryWeapon = self.Info.Secondary != null ? Rules.WeaponInfo[self.Info.Secondary] : null; primaryBurst = primaryWeapon != null ? primaryWeapon.Burst : 1; secondaryBurst = secondaryWeapon != null ? secondaryWeapon.Burst : 1; } protected bool CanAttack(Actor self) { return target != null; } public bool IsReloading() { return (primaryFireDelay > 0) || (secondaryFireDelay > 0); } public virtual void Tick(Actor self) { if (primaryFireDelay > 0) --primaryFireDelay; if (secondaryFireDelay > 0) --secondaryFireDelay; primaryRecoil = Math.Max(0f, primaryRecoil - .2f); secondaryRecoil = Math.Max(0f, secondaryRecoil - .2f); if (target != null && target.IsDead) target = null; /* he's dead, jim. */ } public void DoAttack(Actor self) { var unit = self.traits.GetOrDefault(); if (self.Info.Primary != null && CheckFire(self, unit, self.Info.Primary, ref primaryFireDelay, self.Info.PrimaryOffset, ref primaryBurst)) { secondaryFireDelay = Math.Max(4, secondaryFireDelay); primaryRecoil = 1; return; } if (self.Info.Secondary != null && CheckFire(self, unit, self.Info.Secondary, ref secondaryFireDelay, self.Info.SecondaryOffset ?? self.Info.PrimaryOffset, ref secondaryBurst)) { if (self.Info.SecondaryOffset != null) secondaryRecoil = 1; else primaryRecoil = 1; return; } } bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset, ref int burst) { if (fireDelay > 0) return false; var weapon = Rules.WeaponInfo[weaponName]; if (weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared) return false; if (!Combat.WeaponValidForTarget(weapon, target)) return false; if (--burst > 0) fireDelay = 5; else { fireDelay = weapon.ROF; burst = weapon.Burst; } var projectile = Rules.ProjectileInfo[weapon.Projectile]; var firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2(); if (projectile.ROT != 0) Game.world.Add(new Missile(weaponName, self.Owner, self, firePos, target)); else Game.world.Add(new Bullet(weaponName, self.Owner, self, firePos, target.CenterLocation.ToInt2())); return true; } public Order IssueOrder(Actor self, int2 xy, bool lmb, Actor underCursor) { if (lmb || underCursor == null) return null; if (underCursor.Owner == self.Owner) return null; return Order.Attack(self, underCursor); } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Attack") { self.CancelActivity(); QueueAttack(self, order); } } protected virtual void QueueAttack(Actor self, Order order) { const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */ /* todo: choose the appropriate weapon, when only one works against this target */ var weapon = order.Subject.Info.Primary ?? order.Subject.Info.Secondary; self.QueueActivity(new Traits.Activities.Attack(order.TargetActor, Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance))); } } }