Files
OpenRA/OpenRa.Game/Traits/AttackBase.cs
2009-12-16 11:35:13 +13:00

156 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using IjwFramework.Types;
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);
}
List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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. */
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)
{
var unit = self.traits.GetOrDefault<Unit>();
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 firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2();
var thisTarget = target;
ScheduleDelayedAction(self.Info.FireDelay, () =>
{
if (Rules.ProjectileInfo[weapon.Projectile].ROT != 0)
Game.world.Add(new Missile(weaponName, self.Owner, self,
firePos, thisTarget));
else
Game.world.Add(new Bullet(weaponName, self.Owner, self,
firePos, thisTarget.CenterLocation.ToInt2()));
if (!string.IsNullOrEmpty(weapon.Report))
Sound.Play(weapon.Report + ".aud");
});
foreach (var na in self.traits.WithInterface<INotifyAttack>())
na.Attacking(self);
return true;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Left || underCursor == null) return null;
if (underCursor.Owner == self.Owner && !mi.Modifiers.HasModifier( Modifiers.Ctrl )) return null;
if (!Combat.HasAnyValidWeapons(self, underCursor)) 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 Activities.Attack(order.TargetActor,
Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
}
}
}