84 lines
2.3 KiB
C#
84 lines
2.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class AttackBomberInfo : AttackBaseInfo
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{
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[Desc("Armament name")]
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public readonly string Bombs = "primary";
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[Desc("Armament name")]
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public readonly string Guns = "secondary";
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public readonly int FacingTolerance = 2;
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public override object Create(ActorInitializer init) { return new AttackBomber(init.self, this); }
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}
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class AttackBomber : AttackBase, ISync
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{
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AttackBomberInfo info;
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[Sync] Target target;
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public AttackBomber(Actor self, AttackBomberInfo info)
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: base(self)
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{
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this.info = info;
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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var facing = self.TraitOrDefault<IFacing>();
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var cp = self.CenterPosition;
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var bombTarget = Target.FromPos(cp - new WVec(0, 0, cp.Z));
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// Bombs drop anywhere in range
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foreach (var a in Armaments.Where(a => a.Info.Name == info.Bombs))
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{
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var range = new WRange((int)(1024 * a.Weapon.Range));
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if (!target.IsInRange(self.CenterPosition, range))
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continue;
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a.CheckFire(self, this, facing, bombTarget);
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}
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// Guns only fire when approaching the target
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var facingToTarget = Util.GetFacing(target.CenterPosition - self.CenterPosition, facing.Facing);
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if (Math.Abs(facingToTarget - facing.Facing) % 256 > info.FacingTolerance)
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return;
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foreach (var a in Armaments.Where(a => a.Info.Name == info.Guns))
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{
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var range = new WRange((int)(1024 * a.Weapon.Range));
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if (!target.IsInRange(self.CenterPosition, range))
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continue;
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var t = Target.FromPos(cp - new WVec(0, range.Range / 2, cp.Z).Rotate(WRot.FromFacing(facing.Facing)));
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a.CheckFire(self, this, facing, t);
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}
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}
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public void SetTarget(WPos pos) { target = Target.FromPos(pos); }
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
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{
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// TODO: Player controlled units want this too!
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throw new NotImplementedException("CarpetBomb requires a scripted target");
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}
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}
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}
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