Files
OpenRA/OpenRA.Mods.RA/Attack/AttackBase.cs

251 lines
6.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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 COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public abstract class AttackBaseInfo : ITraitInfo
{
public readonly bool CanAttackGround = true;
public readonly string Cursor = "attack";
public abstract object Create(ActorInitializer init);
}
public abstract class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderVoice, ISync
{
[Sync] public bool IsAttacking { get; internal set; }
readonly Actor self;
Lazy<IEnumerable<Armament>> armaments;
protected IEnumerable<Armament> Armaments { get { return armaments.Value; } }
public AttackBase(Actor self)
{
this.self = self;
armaments = Lazy.New(() => self.TraitsImplementing<Armament>());
}
protected virtual bool CanAttack(Actor self, Target target)
{
if (!self.IsInWorld)
return false;
if (!target.IsValid)
return false;
if (Armaments.All(a => a.IsReloading))
return false;
if (self.IsDisabled())
return false;
if (target.Type == TargetType.Actor && target.Actor.HasTrait<ITargetable>() &&
!target.Actor.Trait<ITargetable>().TargetableBy(target.Actor, self))
return false;
return true;
}
public bool ShouldExplode(Actor self) { return !IsReloading(); }
public bool IsReloading() { return Armaments.Any(a => a.IsReloading); }
List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
public virtual void Tick(Actor self)
{
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);
}
internal void ScheduleDelayedAction(int t, Action a)
{
if (t > 0)
delayedActions.Add(Pair.New(t, a));
else
a();
}
public virtual void DoAttack(Actor self, Target target)
{
if (!CanAttack(self, target))
return;
var facing = self.TraitOrDefault<IFacing>();
foreach (var a in Armaments)
a.CheckFire(self, this, facing, target);
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
if (Armaments.Count() == 0)
yield break;
var negativeDamage = Armaments.First().Weapon.Warheads[0].Damage < 0;
yield return new AttackOrderTargeter("Attack", 6, negativeDamage);
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order is AttackOrderTargeter)
{
switch (target.Type)
{
case TargetType.Actor:
return new Order("Attack", self, queued) { TargetActor = target.Actor };
case TargetType.FrozenActor:
return new Order("Attack", self, queued) { ExtraData = target.FrozenActor.ID };
case TargetType.Terrain:
return new Order("Attack", self, queued) { TargetLocation = target.CenterPosition.ToCPos() };
}
}
return null;
}
public virtual void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Attack")
{
var target = self.ResolveFrozenActorOrder(order, Color.Red);
if (!target.IsValid)
return;
self.SetTargetLine(target, Color.Red);
AttackTarget(target, order.Queued, true);
}
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "Attack" ? "Attack" : null;
}
public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
public bool HasAnyValidWeapons(Target t) { return Armaments.Any(a => a.Weapon.IsValidAgainst(t, self.World)); }
public WRange GetMaximumRange() { return new WRange((int)(1024 * Armaments.Max(a => a.Weapon.Range))); }
public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.Weapon.IsValidAgainst(t, self.World)); }
public void AttackTarget(Target target, bool queued, bool allowMove)
{
if (!target.IsValid)
return;
if (!queued)
self.CancelActivity();
self.QueueActivity(GetAttackActivity(self, target, allowMove));
}
public bool IsReachableTarget(Target target, bool allowMove)
{
return HasAnyValidWeapons(target)
&& (target.IsInRange(self.CenterPosition, GetMaximumRange()) || (self.HasTrait<IMove>() && allowMove));
}
class AttackOrderTargeter : IOrderTargeter
{
readonly bool negativeDamage;
public AttackOrderTargeter(string order, int priority, bool negativeDamage)
{
this.OrderID = order;
this.OrderPriority = priority;
this.negativeDamage = negativeDamage;
}
public string OrderID { get; private set; }
public int OrderPriority { get; private set; }
bool CanTargetActor(Actor self, Target target, TargetModifiers modifiers, ref string cursor)
{
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
cursor = self.Info.Traits.Get<AttackBaseInfo>().Cursor;
if (target.Type == TargetType.Actor && target.Actor == self)
return false;
if (!self.Trait<AttackBase>().HasAnyValidWeapons(target))
return false;
if (modifiers.HasModifier(TargetModifiers.ForceAttack))
return true;
if (modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
var targetableRelationship = negativeDamage ? Stance.Ally : Stance.Enemy;
var owner = target.Type == TargetType.FrozenActor ? target.FrozenActor.Owner : target.Actor.Owner;
return self.Owner.Stances[owner] == targetableRelationship;
}
bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, TargetModifiers modifiers, ref string cursor)
{
if (!self.World.Map.IsInMap(location))
return false;
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
cursor = self.Info.Traits.Get<AttackBaseInfo>().Cursor;
if (negativeDamage)
return false;
if (!self.Trait<AttackBase>().HasAnyValidWeapons(Target.FromCell(location)))
return false;
if (modifiers.HasModifier(TargetModifiers.ForceAttack))
if (self.Info.Traits.Get<AttackBaseInfo>().CanAttackGround)
return true;
return false;
}
public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
{
switch (target.Type)
{
case TargetType.Actor:
case TargetType.FrozenActor:
return CanTargetActor(self, target, modifiers, ref cursor);
case TargetType.Terrain:
return CanTargetLocation(self, target.CenterPosition.ToCPos(), othersAtTarget, modifiers, ref cursor);
default:
return false;
}
}
public bool IsQueued { get; protected set; }
}
}
}