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

101 lines
2.9 KiB
C#

using System;
namespace OpenRa.Game.Traits
{
class AttackBase : IOrder, ITick
{
public Actor target;
// time (in frames) until each weapon can fire again.
protected int primaryFireDelay = 0;
protected int secondaryFireDelay = 0;
public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f;
public AttackBase(Actor self) { }
protected bool CanAttack(Actor self)
{
return target != null;
}
public bool IsReloading()
{
return (primaryFireDelay > 0) || (secondaryFireDelay > 0);
}
public virtual void Tick(Actor self)
{
if (primaryFireDelay > 0) --primaryFireDelay;
if (secondaryFireDelay > 0) --secondaryFireDelay;
primaryRecoil = Math.Max(0f, primaryRecoil - .2f);
secondaryRecoil = Math.Max(0f, secondaryRecoil - .2f);
if (target != null && target.IsDead) target = null; /* he's dead, jim. */
}
public void DoAttack(Actor self)
{
var unit = self.traits.Get<Unit>();
if (self.Info.Primary != null && CheckFire(self, unit, self.Info.Primary, ref primaryFireDelay,
self.Info.PrimaryOffset))
{
secondaryFireDelay = Math.Max(4, secondaryFireDelay);
primaryRecoil = 1;
return;
}
if (self.Info.Secondary != null && CheckFire(self, unit, self.Info.Secondary, ref secondaryFireDelay,
self.Info.SecondaryOffset ?? self.Info.PrimaryOffset))
{
if (self.Info.SecondaryOffset != null) secondaryRecoil = 1;
else primaryRecoil = 1;
return;
}
}
bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset)
{
if (fireDelay > 0) return false;
var weapon = Rules.WeaponInfo[weaponName];
if (weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared) return false;
fireDelay = weapon.ROF;
Game.world.Add(new Bullet(weaponName, self.Owner, self,
self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2(),
target.CenterLocation.ToInt2()));
return true;
}
public Order IssueOrder(Actor self, int2 xy, bool lmb, Actor underCursor)
{
if (lmb || underCursor == null) return null;
if (underCursor.Owner == self.Owner) return null;
return Order.Attack(self, underCursor);
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Attack")
{
self.CancelActivity();
QueueAttack(self, order);
}
}
protected virtual void QueueAttack(Actor self, Order order)
{
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.Info.Primary ?? order.Subject.Info.Secondary;
self.QueueActivity(new Traits.Activities.Attack(order.TargetActor,
Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
}
}
}