Files
OpenRA/OpenRA.Mods.RA/Attack/AttackPopupTurreted.cs
2014-08-12 11:41:09 +12:00

114 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Actor's turret rises from the ground before attacking.")]
class AttackPopupTurretedInfo : AttackTurretedInfo, Requires<BuildingInfo>, Requires<RenderBuildingInfo>
{
[Desc("How many game ticks should pass before closing the actor's turret.")]
public int CloseDelay = 125;
public int DefaultFacing = 0;
[Desc("The percentage of damage that is received while this actor is closed.")]
public int ClosedDamageMultiplier = 50;
public override object Create(ActorInitializer init) { return new AttackPopupTurreted(init, this); }
}
class AttackPopupTurreted : AttackTurreted, INotifyBuildComplete, INotifyIdle, IDamageModifier
{
enum PopupState { Open, Rotating, Transitioning, Closed }
AttackPopupTurretedInfo info;
RenderBuilding rb;
int idleTicks = 0;
PopupState state = PopupState.Open;
Turreted turret;
bool skippedMakeAnimation;
public AttackPopupTurreted(ActorInitializer init, AttackPopupTurretedInfo info)
: base(init.self, info)
{
this.info = info;
turret = turrets.FirstOrDefault();
rb = init.self.Trait<RenderBuilding>();
skippedMakeAnimation = init.Contains<SkipMakeAnimsInit>();
}
protected override bool CanAttack(Actor self, Target target)
{
if (state == PopupState.Transitioning || !building.Value.BuildComplete)
return false;
if (!base.CanAttack(self, target))
return false;
idleTicks = 0;
if (state == PopupState.Closed)
{
state = PopupState.Transitioning;
rb.PlayCustomAnimThen(self, "opening", () =>
{
state = PopupState.Open;
rb.PlayCustomAnimRepeating(self, "idle");
});
return false;
}
if (!turret.FaceTarget(self, target))
return false;
return true;
}
public void TickIdle(Actor self)
{
if (state == PopupState.Open && idleTicks++ > info.CloseDelay)
{
turret.desiredFacing = info.DefaultFacing;
state = PopupState.Rotating;
}
else if (state == PopupState.Rotating && turret.turretFacing == info.DefaultFacing)
{
state = PopupState.Transitioning;
rb.PlayCustomAnimThen(self, "closing", () =>
{
state = PopupState.Closed;
rb.PlayCustomAnimRepeating(self, "closed-idle");
turret.desiredFacing = null;
});
}
}
public void BuildingComplete(Actor self)
{
if (skippedMakeAnimation)
{
state = PopupState.Closed;
rb.PlayCustomAnimRepeating(self, "closed-idle");
turret.desiredFacing = null;
}
}
public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return state == PopupState.Closed ? info.ClosedDamageMultiplier : 100;
}
}
}