for weapon traits, crates and palettes clarify that you don't need to update the wiki page manually
200 lines
5.7 KiB
C#
200 lines
5.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public abstract class AttackBaseInfo : ITraitInfo
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{
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public readonly bool CanAttackGround = true;
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[Desc("Ticks to wait until next AutoTarget: attempt.")]
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public readonly int MinimumScanTimeInterval = 30;
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[Desc("Ticks to wait until next AutoTarget: attempt.")]
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public readonly int MaximumScanTimeInterval = 60;
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public abstract object Create(ActorInitializer init);
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}
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public abstract class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderVoice, ISync
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{
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[Sync] public bool IsAttacking { get; internal set; }
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readonly Actor self;
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Lazy<IEnumerable<Armament>> armaments;
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protected IEnumerable<Armament> Armaments { get { return armaments.Value; } }
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public AttackBase(Actor self)
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{
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this.self = self;
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armaments = Lazy.New(() => self.TraitsImplementing<Armament>());
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}
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protected virtual bool CanAttack(Actor self, Target target)
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{
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if (!self.IsInWorld) return false;
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if (!target.IsValid) return false;
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if (Armaments.All(a => a.IsReloading)) return false;
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if (self.IsDisabled()) return false;
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if (target.IsActor && target.Actor.HasTrait<ITargetable>() &&
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!target.Actor.Trait<ITargetable>().TargetableBy(target.Actor,self))
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return false;
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return true;
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}
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public bool ShouldExplode(Actor self) { return !IsReloading(); }
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public bool IsReloading() { return Armaments.Any(a => a.IsReloading); }
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List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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public virtual void Tick(Actor self)
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{
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for (var i = 0; i < delayedActions.Count; i++)
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{
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var x = delayedActions[i];
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if (--x.First <= 0)
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x.Second();
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delayedActions[i] = x;
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}
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delayedActions.RemoveAll(a => a.First <= 0);
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}
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internal void ScheduleDelayedAction(int t, Action a)
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{
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if (t > 0)
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delayedActions.Add(Pair.New(t, a));
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else
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a();
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}
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public virtual void DoAttack(Actor self, Target target)
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{
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if( !CanAttack( self, target ) ) return;
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var move = self.TraitOrDefault<IMove>();
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var facing = self.TraitOrDefault<IFacing>();
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foreach (var a in Armaments)
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a.CheckFire(self, this, move, facing, target);
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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if (Armaments.Count() == 0)
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yield break;
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bool isHeal = Armaments.First().Weapon.Warheads[0].Damage < 0;
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yield return new AttackOrderTargeter("Attack", 6, isHeal);
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}
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}
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public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued )
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{
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if( order is AttackOrderTargeter )
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{
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if( target.IsActor )
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return new Order("Attack", self, queued) { TargetActor = target.Actor };
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else
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return new Order( "Attack", self, queued ) { TargetLocation = target.CenterLocation.ToCPos() };
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}
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return null;
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}
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public virtual void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Attack" || order.OrderString == "AttackHold")
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{
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var target = Target.FromOrder(order);
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self.SetTargetLine(target, Color.Red);
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AttackTarget(target, order.Queued, order.OrderString == "Attack");
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}
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return (order.OrderString == "Attack" || order.OrderString == "AttackHold") ? "Attack" : null;
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}
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public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
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public bool HasAnyValidWeapons(Target t) { return Armaments.Any(a => a.IsValidAgainst(self.World, t)); }
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public float GetMaximumRange() { return Armaments.Select(a => a.Weapon.Range).Aggregate(0f, Math.Max); }
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public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.IsValidAgainst(self.World, t)); }
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public void AttackTarget( Target target, bool queued, bool allowMove )
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{
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if( !target.IsValid ) return;
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if (!queued) self.CancelActivity();
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self.QueueActivity(GetAttackActivity(self, target, allowMove));
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}
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class AttackOrderTargeter : IOrderTargeter
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{
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readonly bool isHeal;
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public AttackOrderTargeter( string order, int priority, bool isHeal )
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{
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this.OrderID = order;
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this.OrderPriority = priority;
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this.isHeal = isHeal;
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}
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public string OrderID { get; private set; }
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public int OrderPriority { get; private set; }
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public bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueued, ref string cursor)
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{
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IsQueued = forceQueued;
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cursor = isHeal ? "heal" : "attack";
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if( self == target ) return false;
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if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromActor( target ) ) ) return false;
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if (forceAttack) return true;
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var targetableRelationship = isHeal ? Stance.Ally : Stance.Enemy;
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return self.Owner.Stances[ target.Owner ] == targetableRelationship;
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}
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public bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueued, ref string cursor)
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{
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if (!self.World.Map.IsInMap(location))
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return false;
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IsQueued = forceQueued;
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cursor = isHeal ? "heal" : "attack";
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if( isHeal ) return false;
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if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromCell( location ) ) ) return false;
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if( forceAttack )
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if( self.Info.Traits.Get<AttackBaseInfo>().CanAttackGround )
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return true;
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return false;
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}
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public bool IsQueued { get; protected set; }
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}
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}
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}
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