Files
OpenRA/OpenRA.Mods.RA/AttackBase.cs
2010-07-31 22:33:54 +12:00

340 lines
9.8 KiB
C#

#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<Barrel>();
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<Weapon> Weapons = new List<Weapon>();
public List<Turret> Turrets = new List<Turret>();
public AttackBase(Actor self)
{
var info = self.Info.Traits.Get<AttackBaseInfo>();
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<IDisable>().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<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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<Unit>();
var info = self.Info.Traits.Get<AttackBaseInfo>();
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<LimitedAmmo>();
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<Unit>() : null;
var args = new ProjectileArgs
{
weapon = w.Info,
firedBy = self,
target = this.target,
src = self.CenterLocation.ToInt2() + Combat.GetTurretPosition(self, unit, new Turret(fireOffset)).ToInt2(),
srcAltitude = unit != null ? unit.Altitude : 0,
dest = target.CenterLocation.ToInt2(),
destAltitude = destUnit != null ? destUnit.Altitude : 0,
facing = barrel.Facing +
(self.traits.Contains<Turreted>() ? self.traits.Get<Turreted>().turretFacing :
unit != null ? unit.Facing : Util.GetFacing(target.CenterLocation - self.CenterLocation, 0)),
};
ScheduleDelayedAction( FireDelay( self, self.Info.Traits.Get<AttackBaseInfo>() ), () =>
{
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<INotifyAttack>())
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<DrawLineToTarget>();
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)); }
}
}