Files
OpenRA/OpenRA.Mods.RA/Activities/Leap.cs
Taryn Hill 4ed53c5952 Simplify return statements.
Remove redundant ‘this’.
Remove unused using directives.
Simplify LINQ chains.
Add some trait property descriptions.
Add readonly where viable.
Add fullstops to some yaml descriptions.
2015-04-01 12:33:17 -05:00

77 lines
2.2 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.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
class Leap : Activity
{
readonly Mobile mobile;
readonly WeaponInfo weapon;
readonly int length;
WPos from;
WPos to;
int ticks;
WAngle angle;
public Leap(Actor self, Actor target, WeaponInfo weapon, WRange speed, WAngle angle)
{
var targetMobile = target.TraitOrDefault<Mobile>();
if (targetMobile == null)
throw new InvalidOperationException("Leap requires a target actor with the Mobile trait");
this.weapon = weapon;
this.angle = angle;
mobile = self.Trait<Mobile>();
mobile.SetLocation(mobile.FromCell, mobile.FromSubCell, targetMobile.FromCell, targetMobile.FromSubCell);
mobile.IsMoving = true;
from = self.CenterPosition;
to = self.World.Map.CenterOfSubCell(targetMobile.FromCell, targetMobile.FromSubCell);
length = Math.Max((to - from).Length / speed.Range, 1);
// HACK: why isn't this using the interface?
self.Trait<WithInfantryBody>().Attacking(self, Target.FromActor(target));
if (weapon.Report != null && weapon.Report.Any())
Sound.Play(weapon.Report.Random(self.World.SharedRandom), self.CenterPosition);
}
public override Activity Tick(Actor self)
{
if (ticks == 0 && IsCanceled)
return NextActivity;
mobile.SetVisualPosition(self, WPos.LerpQuadratic(from, to, angle, ++ticks, length));
if (ticks >= length)
{
mobile.SetLocation(mobile.ToCell, mobile.ToSubCell, mobile.ToCell, mobile.ToSubCell);
mobile.FinishedMoving(self);
mobile.IsMoving = false;
self.World.ActorMap.GetUnitsAt(mobile.ToCell, mobile.ToSubCell)
.Except(new[] { self }).Where(t => weapon.IsValidAgainst(t, self))
.Do(t => t.Kill(self));
return NextActivity;
}
return this;
}
}
}