262 lines
7.6 KiB
C#
262 lines
7.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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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 AttackBaseInfo : ITraitInfo
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{
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[WeaponReference]
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public readonly string PrimaryWeapon = null;
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[WeaponReference]
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public readonly string SecondaryWeapon = null;
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public readonly int Recoil = 0;
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public readonly int[] PrimaryLocalOffset = { };
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public readonly int[] SecondaryLocalOffset = { };
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public readonly int[] PrimaryOffset = { 0, 0 };
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public readonly int[] SecondaryOffset = null;
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public readonly bool MuzzleFlash = false;
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public readonly int FireDelay = 0;
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public virtual object Create(ActorInitializer init) { return new AttackBase(init.self); }
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}
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public class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderCursor, IOrderVoice
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{
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public Target target;
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public List<Weapon> Weapons = new List<Weapon>();
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public List<Turret> Turrets = new List<Turret>();
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public AttackBase(Actor self)
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{
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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Turrets.Add(new Turret(info.PrimaryOffset));
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if (info.SecondaryOffset != null)
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Turrets.Add(new Turret(info.SecondaryOffset));
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if (info.PrimaryWeapon != null)
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Weapons.Add(new Weapon(info.PrimaryWeapon,
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Turrets[0], info.PrimaryLocalOffset));
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if (info.SecondaryWeapon != null)
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Weapons.Add(new Weapon(info.SecondaryWeapon,
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info.SecondaryOffset != null ? Turrets[1] : Turrets[0], info.SecondaryLocalOffset));
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}
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protected virtual bool CanAttack(Actor self)
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{
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if (!target.IsValid) return false;
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if (Weapons.All(w => w.IsReloading)) return false;
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if (self.traits.WithInterface<IDisable>().Any(d => d.Disabled)) return false;
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return true;
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}
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public bool ShouldExplode(Actor self) { return !IsReloading(); }
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public bool IsReloading() { return Weapons.Any(w => w.IsReloading); }
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List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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public virtual void Tick(Actor self)
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{
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foreach (var w in Weapons)
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w.Tick();
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for (var i = 0; i < delayedActions.Count; i++)
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{
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var x = delayedActions[i];
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if (--x.First <= 0)
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x.Second();
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delayedActions[i] = x;
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}
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delayedActions.RemoveAll(a => a.First <= 0);
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}
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void ScheduleDelayedAction(int t, Action a)
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{
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if (t > 0)
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delayedActions.Add(Pair.New(t, a));
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else
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a();
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}
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public void DoAttack(Actor self)
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{
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if( !CanAttack( self ) ) return;
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var move = self.traits.GetOrDefault<IMove>();
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foreach (var w in Weapons)
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if (CheckFire(self, move, w))
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w.FiredShot();
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}
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bool CheckFire(Actor self, IMove move, Weapon w)
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{
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if (w.FireDelay > 0) return false;
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var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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return false;
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if (w.Info.Range * w.Info.Range * Game.CellSize * Game.CellSize
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< (target.CenterLocation - self.CenterLocation).LengthSquared) return false;
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if (!w.IsValidAgainst(target)) return false;
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var barrel = w.Barrels[w.Burst % w.Barrels.Length];
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var destMove = target.IsActor ? target.Actor.traits.GetOrDefault<IMove>() : null;
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var args = new ProjectileArgs
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{
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weapon = w.Info,
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firedBy = self,
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target = this.target,
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src = (self.CenterLocation
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+ Combat.GetTurretPosition(self, move, w.Turret)
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+ Combat.GetBarrelPosition(self, move, w.Turret, barrel)).ToInt2(),
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srcAltitude = move != null ? move.Altitude : 0,
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dest = target.CenterLocation.ToInt2(),
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destAltitude = destMove != null ? destMove.Altitude : 0,
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facing = barrel.Facing +
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(self.traits.Contains<Turreted>() ? self.traits.Get<Turreted>().turretFacing :
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move != null ? move.Facing : Util.GetFacing(target.CenterLocation - self.CenterLocation, 0)),
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};
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ScheduleDelayedAction( FireDelay( self, self.Info.Traits.Get<AttackBaseInfo>() ), () =>
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{
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if (args.weapon.Projectile != null)
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{
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var projectile = args.weapon.Projectile.Create(args);
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if (projectile != null)
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self.World.Add(projectile);
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if (!string.IsNullOrEmpty(args.weapon.Report))
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Sound.Play(args.weapon.Report + ".aud", self.CenterLocation);
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}
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});
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foreach (var na in self.traits.WithInterface<INotifyAttack>())
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na.Attacking(self);
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return true;
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}
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public virtual int FireDelay( Actor self, AttackBaseInfo info )
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{
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return info.FireDelay;
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Left) return null;
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if (self == underCursor) return null;
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var target = underCursor == null ? Target.FromCell(xy) : Target.FromActor(underCursor);
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var isHeal = Weapons[0].Info.Warheads[0].Damage < 0;
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var forceFire = mi.Modifiers.HasModifier(Modifiers.Ctrl);
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if (isHeal)
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{
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// we can never "heal ground"; that makes no sense.
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if (!target.IsActor) return null;
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// unless forced, only heal allies.
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if (self.Owner.Stances[underCursor.Owner] != Stance.Ally && !forceFire) return null;
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// don't allow healing of fully-healed stuff!
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if (underCursor.GetDamageState() == DamageState.Undamaged) return null;
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}
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else
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{
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if (!target.IsActor)
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{
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if (!forceFire) return null;
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return new Order("Attack", self, xy);
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}
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if ((self.Owner.Stances[underCursor.Owner] != Stance.Enemy) && !forceFire)
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return null;
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}
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if (!HasAnyValidWeapons(target)) return null;
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return new Order(isHeal ? "Heal" : "Attack", self, underCursor);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Attack" || order.OrderString == "Heal")
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{
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self.CancelActivity();
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QueueAttack(self, order);
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if (self.Owner == self.World.LocalPlayer)
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self.World.AddFrameEndTask(w =>
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{
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if (order.TargetActor != null)
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w.Add(new FlashTarget(order.TargetActor));
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var line = self.traits.GetOrDefault<DrawLineToTarget>();
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if (line != null)
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if (order.TargetActor != null) line.SetTarget(self, Target.FromOrder(order), Color.Red);
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else line.SetTarget(self, Target.FromOrder(order), Color.Red);
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});
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}
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else
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target = Target.None;
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}
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public string CursorForOrder(Actor self, Order order)
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{
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switch (order.OrderString)
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{
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case "Attack": return "attack";
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case "Heal": return "heal";
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default: return null;
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}
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return (order.OrderString == "Attack" || order.OrderString == "Heal") ? "Attack" : null;
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}
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protected virtual void QueueAttack(Actor self, Order order)
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{
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var weapon = ChooseWeaponForTarget(Target.FromOrder(order));
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self.QueueActivity(
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new Activities.Attack(
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Target.FromOrder(order),
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Math.Max(0, (int)weapon.Info.Range)));
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}
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public bool HasAnyValidWeapons(Target t) { return Weapons.Any(w => w.IsValidAgainst(t)); }
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public float GetMaximumRange() { return Weapons.Max(w => w.Info.Range); }
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public Weapon ChooseWeaponForTarget(Target t) { return Weapons.First(w => w.IsValidAgainst(t)); }
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}
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}
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