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

81 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
/* non-turreted attack */
public class Attack : Activity
{
protected readonly Target Target;
readonly AttackBase attack;
readonly IMove move;
readonly IFacing facing;
readonly WDist minRange;
readonly WDist maxRange;
readonly IPositionable positionable;
public Attack(Actor self, Target target, WDist minRange, WDist maxRange, bool allowMovement)
{
Target = target;
this.minRange = minRange;
this.maxRange = maxRange;
attack = self.Trait<AttackBase>();
facing = self.Trait<IFacing>();
positionable = self.Trait<IPositionable>();
move = allowMovement ? self.TraitOrDefault<IMove>() : null;
}
public override Activity Tick(Actor self)
{
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;
if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(Target.Actor.Location, null, false))
return NextActivity;
// Drop the target if it moves under the shroud / fog.
// HACK: This would otherwise break targeting frozen actors
// The problem is that Shroud.IsTargetable returns false (as it should) for
// frozen actors, but we do want to explicitly target the underlying actor here.
if (!attack.Info.IgnoresVisibility && type == TargetType.Actor && !Target.Actor.Info.HasTraitInfo<FrozenUnderFogInfo>() && !self.Owner.CanTargetActor(Target.Actor))
return NextActivity;
// Try to move within range
if (move != null && (!Target.IsInRange(self.CenterPosition, maxRange) || Target.IsInRange(self.CenterPosition, minRange)))
return Util.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
var desiredFacing = Util.GetFacing(Target.CenterPosition - self.CenterPosition, 0);
if (facing.Facing != desiredFacing)
return Util.SequenceActivities(new Turn(self, desiredFacing), this);
attack.DoAttack(self, Target);
return this;
}
}
}