174 lines
4.4 KiB
C#
174 lines
4.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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 COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Mods.Cnc
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{
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class AttackPopupTurretedInfo : AttackBaseInfo
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{
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public int CloseDelay = 125;
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public int DefaultFacing = 0;
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public float ClosedDamageMultiplier = 0.5f;
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public override object Create(ActorInitializer init) { return new AttackPopupTurreted( init, this ); }
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}
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class AttackPopupTurreted : AttackBase, INotifyBuildComplete, INotifyIdle, IDamageModifier
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{
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enum PopupState
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{
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Open,
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Rotating,
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Transitioning,
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Closed
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};
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protected Target target;
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AttackPopupTurretedInfo Info;
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Turreted Turret;
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int IdleTicks = 0;
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PopupState State = PopupState.Open;
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public AttackPopupTurreted(ActorInitializer init, AttackPopupTurretedInfo info) : base(init.self)
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{
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Info = info;
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Turret = init.self.Trait<Turreted>();
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if (init.Contains<SkipMakeAnimsInit>())
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buildComplete = true;
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}
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protected override bool CanAttack( Actor self, Target target )
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{
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if (State == PopupState.Transitioning)
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return false;
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if( self.HasTrait<Building>() && !buildComplete )
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return false;
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if (!base.CanAttack( self, target ))
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return false;
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IdleTicks = 0;
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if (State == PopupState.Closed)
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{
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State = PopupState.Transitioning;
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var rb = self.Trait<RenderBuilding>();
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rb.PlayCustomAnimThen(self, "opening", () =>
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{
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State = PopupState.Open;
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rb.PlayCustomAnimRepeating(self, "idle");
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});
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return false;
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}
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Turret.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, Turret.turretFacing );
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if( Turret.desiredFacing != Turret.turretFacing )
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return false;
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return true;
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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DoAttack( self, target );
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}
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public void TickIdle(Actor self)
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{
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if (State == PopupState.Open && IdleTicks++ > Info.CloseDelay)
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{
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Turret.desiredFacing = Info.DefaultFacing;
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State = PopupState.Rotating;
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}
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else if (State == PopupState.Rotating && Turret.turretFacing == Info.DefaultFacing)
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{
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State = PopupState.Transitioning;
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var rb = self.Trait<RenderBuilding>();
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rb.PlayCustomAnimThen(self, "closing", () =>
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{
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State = PopupState.Closed;
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rb.PlayCustomAnimRepeating(self, "closed-idle");
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Turret.desiredFacing = null;
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});
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}
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}
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
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{
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return new AttackActivity( newTarget );
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}
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public override void ResolveOrder(Actor self, Order order)
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{
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base.ResolveOrder(self, order);
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if (order.OrderString == "Stop")
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target = Target.None;
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}
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bool buildComplete = false;
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public void BuildingComplete(Actor self)
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{
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// Set true for SkipMakeAnimsInit
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if (buildComplete)
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{
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State = PopupState.Closed;
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self.Trait<RenderBuilding>()
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.PlayCustomAnimRepeating(self, "closed-idle");
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Turret.desiredFacing = null;
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}
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buildComplete = true;
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}
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public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
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{
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return State == PopupState.Closed ? Info.ClosedDamageMultiplier : 1f;
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}
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class AttackActivity : Activity
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{
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readonly Target target;
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public AttackActivity( Target newTarget ) { this.target = newTarget; }
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public override Activity Tick( Actor self )
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{
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if( IsCanceled || !target.IsValid ) return NextActivity;
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if (self.TraitsImplementing<IDisable>().Any(d => d.Disabled))
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return this;
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var attack = self.Trait<AttackPopupTurreted>();
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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var weapon = attack.ChooseWeaponForTarget(target);
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if (weapon != null)
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{
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attack.target = target;
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if (self.HasTrait<Mobile>() && !self.Info.Traits.Get<MobileInfo>().OnRails)
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return Util.SequenceActivities(
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new Follow( target, Math.Max( 0, (int)weapon.Info.Range - RangeTolerance ) ),
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this );
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}
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return NextActivity;
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}
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}
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}
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}
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