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

49 lines
1.6 KiB
C#
Executable File

using System;
using OpenRa.Game.GameRules;
namespace OpenRa.Game.Traits
{
class AttackTurreted : AttackBase, INotifyBuildComplete
{
public AttackTurreted( Actor self ) : base(self) { self.traits.Get<Turreted>(); }
public override void Tick(Actor self)
{
base.Tick(self);
if( !CanAttack( self ) ) return;
if (self.traits.Contains<Building>() && !buildComplete)
return; /* base defenses can't do anything until they finish building !*/
var turreted = self.traits.Get<Turreted>();
turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
if( turreted.desiredFacing != turreted.turretFacing )
return;
DoAttack( self );
}
protected override void QueueAttack( Actor self, Order order )
{
var bi = self.Info as BuildingInfo;
if (bi != null && bi.Powered && self.Owner.GetPowerState() != PowerState.Normal)
{
if (self.Owner == Game.LocalPlayer) Sound.Play("nopowr1.aud");
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.Info.Primary ?? order.Subject.Info.Secondary;
self.QueueActivity( new Traits.Activities.Follow( order.TargetActor,
Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) );
self.traits.Get<AttackTurreted>().target = order.TargetActor;
}
bool buildComplete = false;
public void BuildingComplete(Actor self) { buildComplete = true; }
}
}