Files
OpenRA/OpenRA.Mods.RA/Attack/AttackBase.cs
Matthias Mailänder a682670b97 update developer commentary
for weapon traits, crates and palettes
clarify that you don't need to update the wiki page manually
2013-03-27 09:22:23 +01:00

200 lines
5.7 KiB
C#

#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 System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public abstract class AttackBaseInfo : ITraitInfo
{
public readonly bool CanAttackGround = true;
[Desc("Ticks to wait until next AutoTarget: attempt.")]
public readonly int MinimumScanTimeInterval = 30;
[Desc("Ticks to wait until next AutoTarget: attempt.")]
public readonly int MaximumScanTimeInterval = 60;
public abstract object Create(ActorInitializer init);
}
public abstract class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderVoice, ISync
{
[Sync] public bool IsAttacking { get; internal set; }
readonly Actor self;
Lazy<IEnumerable<Armament>> armaments;
protected IEnumerable<Armament> Armaments { get { return armaments.Value; } }
public AttackBase(Actor self)
{
this.self = self;
armaments = Lazy.New(() => self.TraitsImplementing<Armament>());
}
protected virtual bool CanAttack(Actor self, Target target)
{
if (!self.IsInWorld) return false;
if (!target.IsValid) return false;
if (Armaments.All(a => a.IsReloading)) return false;
if (self.IsDisabled()) return false;
if (target.IsActor && target.Actor.HasTrait<ITargetable>() &&
!target.Actor.Trait<ITargetable>().TargetableBy(target.Actor,self))
return false;
return true;
}
public bool ShouldExplode(Actor self) { return !IsReloading(); }
public bool IsReloading() { return Armaments.Any(a => a.IsReloading); }
List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
public virtual void Tick(Actor self)
{
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);
}
internal void ScheduleDelayedAction(int t, Action a)
{
if (t > 0)
delayedActions.Add(Pair.New(t, a));
else
a();
}
public virtual void DoAttack(Actor self, Target target)
{
if( !CanAttack( self, target ) ) return;
var move = self.TraitOrDefault<IMove>();
var facing = self.TraitOrDefault<IFacing>();
foreach (var a in Armaments)
a.CheckFire(self, this, move, facing, target);
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
if (Armaments.Count() == 0)
yield break;
bool isHeal = Armaments.First().Weapon.Warheads[0].Damage < 0;
yield return new AttackOrderTargeter("Attack", 6, isHeal);
}
}
public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued )
{
if( order is AttackOrderTargeter )
{
if( target.IsActor )
return new Order("Attack", self, queued) { TargetActor = target.Actor };
else
return new Order( "Attack", self, queued ) { TargetLocation = target.CenterLocation.ToCPos() };
}
return null;
}
public virtual void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Attack" || order.OrderString == "AttackHold")
{
var target = Target.FromOrder(order);
self.SetTargetLine(target, Color.Red);
AttackTarget(target, order.Queued, order.OrderString == "Attack");
}
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return (order.OrderString == "Attack" || order.OrderString == "AttackHold") ? "Attack" : null;
}
public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
public bool HasAnyValidWeapons(Target t) { return Armaments.Any(a => a.IsValidAgainst(self.World, t)); }
public float GetMaximumRange() { return Armaments.Select(a => a.Weapon.Range).Aggregate(0f, Math.Max); }
public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.IsValidAgainst(self.World, t)); }
public void AttackTarget( Target target, bool queued, bool allowMove )
{
if( !target.IsValid ) return;
if (!queued) self.CancelActivity();
self.QueueActivity(GetAttackActivity(self, target, allowMove));
}
class AttackOrderTargeter : IOrderTargeter
{
readonly bool isHeal;
public AttackOrderTargeter( string order, int priority, bool isHeal )
{
this.OrderID = order;
this.OrderPriority = priority;
this.isHeal = isHeal;
}
public string OrderID { get; private set; }
public int OrderPriority { get; private set; }
public bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueued, ref string cursor)
{
IsQueued = forceQueued;
cursor = isHeal ? "heal" : "attack";
if( self == target ) return false;
if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromActor( target ) ) ) return false;
if (forceAttack) return true;
var targetableRelationship = isHeal ? Stance.Ally : Stance.Enemy;
return self.Owner.Stances[ target.Owner ] == targetableRelationship;
}
public bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueued, ref string cursor)
{
if (!self.World.Map.IsInMap(location))
return false;
IsQueued = forceQueued;
cursor = isHeal ? "heal" : "attack";
if( isHeal ) return false;
if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromCell( location ) ) ) return false;
if( forceAttack )
if( self.Info.Traits.Get<AttackBaseInfo>().CanAttackGround )
return true;
return false;
}
public bool IsQueued { get; protected set; }
}
}
}