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

65 lines
1.7 KiB
C#
Executable File

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits
{
class AttackTurreted : ITick
{
public Actor target;
// time (in frames) until each weapon can fire again.
int primaryFireDelay = 0;
int secondaryFireDelay = 0;
public AttackTurreted( Actor self )
{
self.traits.Get<Turreted>();
}
public void Tick( Actor self )
{
if( primaryFireDelay > 0 )
--primaryFireDelay;
if( secondaryFireDelay > 0 )
--secondaryFireDelay;
if( target == null )
return;
var turreted = self.traits.Get<Turreted>();
turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
if( turreted.desiredFacing != turreted.turretFacing )
return;
if( self.unitInfo.Primary != null && CheckFire( self, self.unitInfo.Primary, ref primaryFireDelay ) )
{
secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
return;
}
if( self.unitInfo.Secondary != null && CheckFire( self, self.unitInfo.Secondary, ref secondaryFireDelay ) )
return;
}
bool CheckFire( Actor self, string weaponName, ref int fireDelay )
{
if( fireDelay > 0 )
return false;
var weapon = Rules.WeaponInfo[ weaponName ];
var d = target.Location - self.Location;
if( weapon.Range * weapon.Range < d.X * d.X + d.Y * d.Y )
return false;
// FIXME: rules specifies ROF in 1/15 sec units; ticks are 1/25 sec
fireDelay = weapon.ROF;
Game.world.Add( new Bullet( weaponName, self.Owner, self,
self.CenterLocation.ToInt2(),
target.CenterLocation.ToInt2() ) );
return true;
}
}
}