Files
OpenRA/OpenRA.Mods.Common/Traits/Air/AttackBomber.cs
2015-01-09 21:18:05 +01:00

108 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Linq;
using OpenRA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class AttackBomberInfo : AttackBaseInfo
{
[Desc("Armament name")]
public readonly string Bombs = "primary";
[Desc("Armament name")]
public readonly string Guns = "secondary";
public readonly int FacingTolerance = 2;
public override object Create(ActorInitializer init) { return new AttackBomber(init.Self, this); }
}
public class AttackBomber : AttackBase, ITick, ISync, INotifyRemovedFromWorld
{
AttackBomberInfo info;
[Sync] Target target;
[Sync] bool inAttackRange;
[Sync] bool facingTarget = true;
public event Action<Actor> OnRemovedFromWorld = self => { };
public event Action<Actor> OnEnteredAttackRange = self => { };
public event Action<Actor> OnExitedAttackRange = self => { };
public AttackBomber(Actor self, AttackBomberInfo info)
: base(self, info)
{
this.info = info;
}
public void Tick(Actor self)
{
var cp = self.CenterPosition;
var bombTarget = Target.FromPos(cp - new WVec(0, 0, cp.Z));
var wasInAttackRange = inAttackRange;
var wasFacingTarget = facingTarget;
inAttackRange = false;
var f = facing.Value.Facing;
var facingToTarget = Util.GetFacing(target.CenterPosition - self.CenterPosition, f);
facingTarget = Math.Abs(facingToTarget - f) % 256 <= info.FacingTolerance;
// Bombs drop anywhere in range
foreach (var a in Armaments.Where(a => a.Info.Name == info.Bombs))
{
if (!target.IsInRange(self.CenterPosition, a.Weapon.Range))
continue;
inAttackRange = true;
a.CheckFire(self, facing.Value, bombTarget);
}
// Guns only fire when approaching the target
if (facingTarget)
{
foreach (var a in Armaments.Where(a => a.Info.Name == info.Guns))
{
if (!target.IsInRange(self.CenterPosition, a.Weapon.Range))
continue;
var t = Target.FromPos(cp - new WVec(0, a.Weapon.Range.Range / 2, cp.Z).Rotate(WRot.FromFacing(f)));
inAttackRange = true;
a.CheckFire(self, facing.Value, t);
}
}
// Actors without armaments may want to trigger an action when it passes the target
if (!Armaments.Any())
inAttackRange = !wasInAttackRange && !facingTarget && wasFacingTarget;
if (inAttackRange && !wasInAttackRange)
OnEnteredAttackRange(self);
if (!inAttackRange && wasInAttackRange)
OnExitedAttackRange(self);
}
public void SetTarget(World w, WPos pos) { target = Target.FromPos(pos); }
public void RemovedFromWorld(Actor self)
{
OnRemovedFromWorld(self);
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
throw new NotImplementedException("AttackBomber requires a scripted target");
}
}
}