Files
OpenRA/OpenRa.Game/Traits/AttackTurreted.cs

82 lines
2.2 KiB
C#
Executable File

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