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

216 lines
6.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using IjwFramework.Types;
using OpenRa.Effects;
namespace OpenRa.Traits
{
public class AttackBaseInfo : ITraitInfo
{
public readonly string PrimaryWeapon = null;
public readonly string SecondaryWeapon = null;
public readonly int Recoil = 0;
public readonly int[] PrimaryLocalOffset = { };
public readonly int[] SecondaryLocalOffset = { };
public readonly int[] PrimaryOffset = { 0, 0 };
public readonly int[] SecondaryOffset = null;
public readonly bool MuzzleFlash = false;
public readonly int FireDelay = 0;
public virtual object Create(Actor self) { return new AttackBase(self); }
}
class AttackBase : IIssueOrder, IResolveOrder, ITick
{
[Sync] public Actor target;
// time (in frames) until each weapon can fire again.
[Sync]
protected int primaryFireDelay = 0;
[Sync]
protected int secondaryFireDelay = 0;
int primaryBurst;
int secondaryBurst;
public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f;
public AttackBase(Actor self)
{
var primaryWeapon = self.GetPrimaryWeapon();
var secondaryWeapon = self.GetSecondaryWeapon();
primaryBurst = primaryWeapon != null ? primaryWeapon.Burst : 1;
secondaryBurst = secondaryWeapon != null ? secondaryWeapon.Burst : 1;
}
protected bool CanAttack(Actor self)
{
return target != null;
}
public bool IsReloading()
{
return (primaryFireDelay > 0) || (secondaryFireDelay > 0);
}
List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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. */
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();
}
public void DoAttack(Actor self)
{
var unit = self.traits.GetOrDefault<Unit>();
var info = self.Info.Traits.Get<AttackBaseInfo>();
if (info.PrimaryWeapon != null && CheckFire(self, unit, info.PrimaryWeapon, ref primaryFireDelay,
info.PrimaryOffset, ref primaryBurst, info.PrimaryLocalOffset))
{
secondaryFireDelay = Math.Max(4, secondaryFireDelay);
primaryRecoil = 1;
return;
}
if (info.SecondaryWeapon != null && CheckFire(self, unit, info.SecondaryWeapon, ref secondaryFireDelay,
info.SecondaryOffset ?? info.PrimaryOffset, ref secondaryBurst, info.SecondaryLocalOffset))
{
if (info.SecondaryOffset != null) secondaryRecoil = 1;
else primaryRecoil = 1;
return;
}
}
bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset, ref int burst, int[] localOffset)
{
if (fireDelay > 0) return false;
var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
if (limitedAmmo != null && !limitedAmmo.HasAmmo())
return false;
var weapon = Rules.WeaponInfo[weaponName];
if (weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared) return false;
if (!Combat.WeaponValidForTarget(weapon, target)) return false;
var numOffsets = (localOffset.Length + 2) / 3;
if (numOffsets == 0) numOffsets = 1;
var localOffsetForShot = burst % numOffsets;
var thisLocalOffset = localOffset.Skip(3 * localOffsetForShot).Take(3).ToArray();
var fireOffset = new[] {
offset.ElementAtOrDefault(0) + thisLocalOffset.ElementAtOrDefault(0),
offset.ElementAtOrDefault(1) + thisLocalOffset.ElementAtOrDefault(1),
offset.ElementAtOrDefault(2),
offset.ElementAtOrDefault(3) };
if (--burst > 0)
fireDelay = 5;
else
{
fireDelay = weapon.ROF;
burst = weapon.Burst;
}
var firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, fireOffset, 0f).ToInt2();
var thisTarget = target; // closure.
var destUnit = thisTarget.traits.GetOrDefault<Unit>();
var info = self.Info.Traits.Get<AttackBaseInfo>();
ScheduleDelayedAction(info.FireDelay, () =>
{
var srcAltitude = unit != null ? unit.Altitude : 0;
var destAltitude = destUnit != null ? destUnit.Altitude : 0;
if( weapon.RenderAsTesla )
Game.world.Add( new TeslaZap( firePos, thisTarget.CenterLocation.ToInt2() ) );
if (Rules.ProjectileInfo[weapon.Projectile].ROT != 0)
{
var fireFacing = thisLocalOffset.ElementAtOrDefault(2) +
(self.traits.Contains<Turreted>() ? self.traits.Get<Turreted>().turretFacing : unit.Facing);
Game.world.Add(new Missile(weapon, self.Owner, self,
firePos, thisTarget, srcAltitude, fireFacing));
}
else
Game.world.Add(new Bullet(weapon, self.Owner, self,
firePos, thisTarget.CenterLocation.ToInt2(), srcAltitude, destAltitude));
if (!string.IsNullOrEmpty(weapon.Report))
Sound.Play(weapon.Report + ".aud");
});
foreach (var na in self.traits.WithInterface<INotifyAttack>())
na.Attacking(self);
return true;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Left || underCursor == null) return null;
if (self == underCursor) return null;
var isHeal = self.GetPrimaryWeapon().Damage < 0;
if (((underCursor.Owner == self.Owner) ^ isHeal)
&& !mi.Modifiers.HasModifier( Modifiers.Ctrl )) return null;
if (!Combat.HasAnyValidWeapons(self, underCursor)) return null;
return new Order(isHeal ? "Heal" : "Attack", self, underCursor, int2.Zero, null);
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Attack" || order.OrderString == "Heal")
{
self.CancelActivity();
QueueAttack(self, order);
if (self.Owner == Game.LocalPlayer)
Game.world.AddFrameEndTask(w => w.Add(new FlashTarget(order.TargetActor)));
}
else
target = null;
}
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 = self.GetPrimaryWeapon() ?? self.GetSecondaryWeapon();
self.QueueActivity(new Activities.Attack(order.TargetActor,
Math.Max(0, (int)weapon.Range - RangeTolerance)));
}
}
}