67 lines
2.0 KiB
C#
67 lines
2.0 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2010 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 LICENSE.
|
|
*/
|
|
#endregion
|
|
|
|
using System;
|
|
using OpenRA.Mods.RA.Activities;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.RA
|
|
{
|
|
class AttackTurretedInfo : AttackBaseInfo
|
|
{
|
|
public override object Create(ActorInitializer init) { return new AttackTurreted( init.self ); }
|
|
}
|
|
|
|
class AttackTurreted : AttackBase, INotifyBuildComplete
|
|
{
|
|
public AttackTurreted(Actor self) : base(self) { }
|
|
|
|
protected override bool CanAttack( Actor self )
|
|
{
|
|
if( self.traits.Contains<Building>() && !buildComplete )
|
|
return false;
|
|
|
|
if (!target.IsValid) return false;
|
|
var turreted = self.traits.Get<Turreted>();
|
|
turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
|
|
if( turreted.desiredFacing != turreted.turretFacing )
|
|
return false;
|
|
|
|
return base.CanAttack( self );
|
|
}
|
|
|
|
public override void Tick(Actor self)
|
|
{
|
|
base.Tick(self);
|
|
DoAttack( self );
|
|
}
|
|
|
|
protected override void QueueAttack( Actor self, Order order )
|
|
{
|
|
if (self.traits.Contains<Building>() && self.traits.Get<Building>().Disabled)
|
|
return;
|
|
|
|
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
|
|
/* todo: choose the appropriate weapon, when only one works against this target */
|
|
var weapon = order.Subject.GetPrimaryWeapon() ?? order.Subject.GetSecondaryWeapon();
|
|
|
|
if (self.traits.Contains<Mobile>())
|
|
self.QueueActivity( new Follow( order.TargetActor,
|
|
Math.Max( 0, (int)weapon.Range - RangeTolerance ) ) );
|
|
|
|
target = Target.FromActor(order.TargetActor);
|
|
|
|
}
|
|
|
|
bool buildComplete = false;
|
|
public void BuildingComplete(Actor self) { buildComplete = true; }
|
|
}
|
|
}
|