82 lines
2.2 KiB
C#
Executable File
82 lines
2.2 KiB
C#
Executable File
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits
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{
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class AttackTurreted : ITick, IOrder
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{
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public Actor target;
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// time (in frames) until each weapon can fire again.
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int primaryFireDelay = 0;
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int secondaryFireDelay = 0;
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public AttackTurreted( Actor self ) { self.traits.Get<Turreted>(); }
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public void Tick(Actor self)
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{
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if (primaryFireDelay > 0) --primaryFireDelay;
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if (secondaryFireDelay > 0) --secondaryFireDelay;
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if (target != null && target.IsDead) target = null; /* he's dead, jim. */
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if (target == null) return;
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var turreted = self.traits.Get<Turreted>();
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turreted.desiredFacing = Util.GetFacing(target.CenterLocation - self.CenterLocation, turreted.turretFacing);
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if (turreted.desiredFacing != turreted.turretFacing)
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return;
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if (self.unitInfo.Primary != null && CheckFire(self, self.unitInfo.Primary, ref primaryFireDelay))
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{
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secondaryFireDelay = Math.Max(4, secondaryFireDelay);
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return;
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}
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if (self.unitInfo.Secondary != null && CheckFire(self, self.unitInfo.Secondary, ref secondaryFireDelay))
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return;
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}
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bool CheckFire( Actor self, string weaponName, ref int fireDelay )
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{
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if( fireDelay > 0 ) return false;
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var weapon = Rules.WeaponInfo[ weaponName ];
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if( weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared ) return false;
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// FIXME: rules specifies ROF in 1/15 sec units; ticks are 1/25 sec
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fireDelay = weapon.ROF;
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Game.world.Add( new Bullet( weaponName, self.Owner, self,
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self.CenterLocation.ToInt2(),
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target.CenterLocation.ToInt2() ) );
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return true;
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}
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public Order Order( Actor self, int2 xy, bool lmb, Actor underCursor )
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{
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if( underCursor == null ) return null;
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if( underCursor.Owner == self.Owner ) return null;
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return new AttackOrder( self, underCursor );
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}
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}
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class AttackOrder : Order
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{
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public readonly Actor Attacker;
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public readonly Actor Target;
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public AttackOrder( Actor attacker, Actor target )
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{
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this.Attacker = attacker;
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this.Target = target;
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}
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public override void Apply()
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{
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Attacker.traits.Get<AttackTurreted>().target = Target;
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}
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}
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}
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