109 lines
3.1 KiB
C#
109 lines
3.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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.Linq;
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using OpenRA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class AttackBomberInfo : AttackBaseInfo
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{
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[Desc("Armament name")]
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public readonly string Bombs = "primary";
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[Desc("Armament name")]
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public readonly string Guns = "secondary";
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public readonly int FacingTolerance = 2;
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public override object Create(ActorInitializer init) { return new AttackBomber(init.Self, this); }
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}
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public class AttackBomber : AttackBase, ITick, ISync, INotifyRemovedFromWorld
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{
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AttackBomberInfo info;
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[Sync] Target target;
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[Sync] bool inAttackRange;
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[Sync] bool facingTarget = true;
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public event Action<Actor> OnRemovedFromWorld = self => { };
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public event Action<Actor> OnEnteredAttackRange = self => { };
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public event Action<Actor> OnExitedAttackRange = self => { };
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public AttackBomber(Actor self, AttackBomberInfo info)
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: base(self, info)
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{
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this.info = info;
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}
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public void Tick(Actor self)
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{
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var cp = self.CenterPosition;
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var bombTarget = Target.FromPos(cp - new WVec(0, 0, cp.Z));
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var wasInAttackRange = inAttackRange;
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var wasFacingTarget = facingTarget;
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inAttackRange = false;
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var f = facing.Value.Facing;
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var delta = target.CenterPosition - self.CenterPosition;
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var facingToTarget = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : f;
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facingTarget = Math.Abs(facingToTarget - f) % 256 <= info.FacingTolerance;
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// Bombs drop anywhere in range
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foreach (var a in Armaments.Where(a => a.Info.Name == info.Bombs))
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{
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if (!target.IsInRange(self.CenterPosition, a.MaxRange()))
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continue;
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inAttackRange = true;
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a.CheckFire(self, facing.Value, bombTarget);
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}
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// Guns only fire when approaching the target
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if (facingTarget)
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{
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foreach (var a in Armaments.Where(a => a.Info.Name == info.Guns))
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{
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if (!target.IsInRange(self.CenterPosition, a.MaxRange()))
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continue;
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var t = Target.FromPos(cp - new WVec(0, a.MaxRange().Length / 2, cp.Z).Rotate(WRot.FromFacing(f)));
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inAttackRange = true;
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a.CheckFire(self, facing.Value, t);
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}
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}
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// Actors without armaments may want to trigger an action when it passes the target
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if (!Armaments.Any())
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inAttackRange = !wasInAttackRange && !facingTarget && wasFacingTarget;
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if (inAttackRange && !wasInAttackRange)
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OnEnteredAttackRange(self);
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if (!inAttackRange && wasInAttackRange)
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OnExitedAttackRange(self);
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}
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public void SetTarget(World w, WPos pos) { target = Target.FromPos(pos); }
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public void RemovedFromWorld(Actor self)
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{
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OnRemovedFromWorld(self);
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}
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
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{
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throw new NotImplementedException("AttackBomber requires a scripted target");
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}
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}
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}
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