Files
OpenRA/OpenRA.Mods.RA/Activities/Attack.cs

80 lines
2.2 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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 OpenRA.Traits;
using OpenRA.Mods.RA.Move;
namespace OpenRA.Mods.RA.Activities
{
/* non-turreted attack */
public class Attack : Activity
{
protected Target Target;
WRange Range;
bool AllowMovement;
int nextPathTime;
const int delayBetweenPathingAttempts = 20;
const int delaySpread = 5;
public Attack(Target target, WRange range)
: this(target, range, true) {}
public Attack(Target target, WRange range, bool allowMovement)
{
Target = target;
Range = range;
AllowMovement = allowMovement;
}
public override Activity Tick(Actor self)
{
var attack = self.Trait<AttackBase>();
var ret = InnerTick(self, attack);
attack.IsAttacking = (ret == this);
return ret;
}
protected virtual Activity InnerTick(Actor self, AttackBase attack)
{
if (IsCanceled)
return NextActivity;
var type = Target.Type;
if (!Target.IsValidFor(self) || type == TargetType.FrozenActor)
return NextActivity;
// TODO: This is horrible, and probably wrong. Work out what it is trying to solve, then redo it properly.
if (type == TargetType.Actor && Target.Actor.HasTrait<Mobile>() && !self.Owner.Shroud.IsTargetable(Target.Actor))
return NextActivity;
if (!Target.IsInRange(self.CenterPosition, Range))
{
if (--nextPathTime > 0)
return this;
nextPathTime = self.World.SharedRandom.Next(delayBetweenPathingAttempts - delaySpread,
delayBetweenPathingAttempts + delaySpread);
return (AllowMovement) ? Util.SequenceActivities(self.Trait<IMove>().MoveWithinRange(Target, Range), this) : NextActivity;
}
var desiredFacing = Util.GetFacing(Target.CenterPosition - self.CenterPosition, 0);
var facing = self.Trait<IFacing>();
if (facing.Facing != desiredFacing)
return Util.SequenceActivities(new Turn(desiredFacing), this);
attack.DoAttack(self, Target);
return this;
}
}
}