Weapons are now defined with the Armament trait and turret parameters live in Turreted. This has the side effect of allowing any number and distribution of weapons and turrets.
52 lines
1.4 KiB
C#
52 lines
1.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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 OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class AttackFrontalInfo : AttackBaseInfo
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{
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public readonly int FacingTolerance = 1;
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public override object Create( ActorInitializer init ) { return new AttackFrontal( init.self, this ); }
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}
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public class AttackFrontal : AttackBase
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{
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readonly AttackFrontalInfo info;
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public AttackFrontal(Actor self, AttackFrontalInfo info)
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: base( self ) { this.info = info; }
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protected override bool CanAttack( Actor self, Target target )
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{
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if( !base.CanAttack( self, target ) )
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return false;
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var facing = self.Trait<IFacing>().Facing;
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var facingToTarget = Util.GetFacing(target.CenterLocation - self.CenterLocation, facing);
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if( Math.Abs( facingToTarget - facing ) % 256 > info.FacingTolerance )
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return false;
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return true;
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}
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
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{
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var weapon = ChooseArmamentForTarget(newTarget);
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if (weapon == null)
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return null;
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return new Activities.Attack(newTarget, Math.Max(0, (int)weapon.Weapon.Range), allowMove);
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}
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}
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}
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