Files
OpenRA/OpenRA.Mods.RA/Armament.cs
UberWaffe c972b39687 Custom Warheads refactor
Changes included:

Warhead code split out of weapon code and refactored.
Warhead functionality now split into several classes, each handling one effect/impact.

Additional custom warheads can now be defined and called via yaml.
Custom warheads inherit the abstract class Warhead,
which provides target check functions.

Custom warheads have to define their own impact functions,
and can also define their own replacement for check
functions.
2014-08-03 17:10:44 +02:00

223 lines
6.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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 System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class Barrel
{
public WVec Offset;
public WAngle Yaw;
}
[Desc("Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)")]
public class ArmamentInfo : ITraitInfo, Requires<AttackBaseInfo>
{
public readonly string Name = "primary";
[WeaponReference]
[Desc("Has to be defined here and in weapons.yaml.")]
public readonly string Weapon = null;
public readonly string Turret = "primary";
[Desc("Time (in frames) until the weapon can fire again.")]
public readonly int FireDelay = 0;
[Desc("Muzzle position relative to turret or body. (forward, right, up) triples")]
public readonly WVec[] LocalOffset = {};
[Desc("Muzzle yaw relative to turret or body.")]
public readonly WAngle[] LocalYaw = {};
[Desc("Move the turret backwards when firing.")]
public readonly WRange Recoil = WRange.Zero;
[Desc("Recoil recovery per-frame")]
public readonly WRange RecoilRecovery = new WRange(9);
[Desc("Muzzle flash sequence to render")]
public readonly string MuzzleSequence = null;
[Desc("Palette to render Muzzle flash sequence in")]
public readonly string MuzzlePalette = "effect";
[Desc("Use multiple muzzle images if non-zero")]
public readonly int MuzzleSplitFacings = 0;
public object Create(ActorInitializer init) { return new Armament(init.self, this); }
}
public class Armament : ITick, IExplodeModifier
{
public readonly ArmamentInfo Info;
public readonly WeaponInfo Weapon;
public readonly Barrel[] Barrels;
public readonly Actor self;
Lazy<Turreted> Turret;
Lazy<IBodyOrientation> Coords;
Lazy<LimitedAmmo> limitedAmmo;
List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
public WRange Recoil;
public int FireDelay { get; private set; }
public int Burst { get; private set; }
public Armament(Actor self, ArmamentInfo info)
{
this.self = self;
Info = info;
// We can't resolve these until runtime
Turret = Exts.Lazy(() => self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == info.Turret));
Coords = Exts.Lazy(() => self.Trait<IBodyOrientation>());
limitedAmmo = Exts.Lazy(() => self.TraitOrDefault<LimitedAmmo>());
Weapon = self.World.Map.Rules.Weapons[info.Weapon.ToLowerInvariant()];
Burst = Weapon.Burst;
var barrels = new List<Barrel>();
for (var i = 0; i < info.LocalOffset.Length; i++)
{
barrels.Add(new Barrel
{
Offset = info.LocalOffset[i],
Yaw = info.LocalYaw.Length > i ? info.LocalYaw[i] : WAngle.Zero
});
}
if (barrels.Count == 0)
barrels.Add(new Barrel { Offset = WVec.Zero, Yaw = WAngle.Zero });
Barrels = barrels.ToArray();
}
public void Tick(Actor self)
{
if (FireDelay > 0)
--FireDelay;
Recoil = new WRange(Math.Max(0, Recoil.Range - Info.RecoilRecovery.Range));
for (var i = 0; i < delayedActions.Count; i++)
{
var x = delayedActions[i];
if (--x.First <= 0)
x.Second();
delayedActions[i] = x;
}
delayedActions.RemoveAll(a => a.First <= 0);
}
void ScheduleDelayedAction(int t, Action a)
{
if (t > 0)
delayedActions.Add(Pair.New(t, a));
else
a();
}
// Note: facing is only used by the legacy positioning code
// The world coordinate model uses Actor.Orientation
public Barrel CheckFire(Actor self, IFacing facing, Target target)
{
if (FireDelay > 0)
return null;
if (limitedAmmo.Value != null && !limitedAmmo.Value.HasAmmo())
return null;
if (!target.IsInRange(self.CenterPosition, Weapon.Range))
return null;
if (Weapon.MinRange != WRange.Zero && target.IsInRange(self.CenterPosition, Weapon.MinRange))
return null;
if (!Weapon.IsValidAgainst(target, self.World, self))
return null;
var barrel = Barrels[Burst % Barrels.Length];
var muzzlePosition = self.CenterPosition + MuzzleOffset(self, barrel);
var legacyFacing = MuzzleOrientation(self, barrel).Yaw.Angle / 4;
var args = new ProjectileArgs
{
Weapon = Weapon,
Facing = legacyFacing,
FirepowerModifier = self.TraitsImplementing<IFirepowerModifier>()
.Select(a => a.GetFirepowerModifier())
.Product(),
Source = muzzlePosition,
SourceActor = self,
PassiveTarget = target.CenterPosition,
GuidedTarget = target
};
ScheduleDelayedAction(Info.FireDelay, () =>
{
if (args.Weapon.Projectile != null)
{
var projectile = args.Weapon.Projectile.Create(args);
if (projectile != null)
self.World.Add(projectile);
if (args.Weapon.Report != null && args.Weapon.Report.Any())
Sound.Play(args.Weapon.Report.Random(self.World.SharedRandom), self.CenterPosition);
}
});
foreach (var na in self.TraitsImplementing<INotifyAttack>())
na.Attacking(self, target, this, barrel);
Recoil = Info.Recoil;
if (--Burst > 0)
FireDelay = Weapon.BurstDelay;
else
{
FireDelay = Weapon.ROF;
Burst = Weapon.Burst;
}
return barrel;
}
public bool IsReloading { get { return FireDelay > 0; } }
public bool ShouldExplode(Actor self) { return !IsReloading; }
public WVec MuzzleOffset(Actor self, Barrel b)
{
var bodyOrientation = Coords.Value.QuantizeOrientation(self, self.Orientation);
var localOffset = b.Offset + new WVec(-Recoil, WRange.Zero, WRange.Zero);
if (Turret.Value != null)
{
var turretOrientation = Coords.Value.QuantizeOrientation(self, Turret.Value.LocalOrientation(self));
localOffset = localOffset.Rotate(turretOrientation);
localOffset += Turret.Value.Offset;
}
return Coords.Value.LocalToWorld(localOffset.Rotate(bodyOrientation));
}
public WRot MuzzleOrientation(Actor self, Barrel b)
{
var orientation = self.Orientation + WRot.FromYaw(b.Yaw);
if (Turret.Value != null)
orientation += Turret.Value.LocalOrientation(self);
return orientation;
}
public Actor Actor { get { return self; } }
}
}