Files
OpenRA/OpenRA.Mods.Common/Traits/Air/AttackAircraft.cs
reaperrr c8a42cbce2 Introduce AirAttackType
Aircraft attack behavior (currently FlyBy or Hover)
is now controlled via this instead of the CanHover boolean.
2019-06-10 12:43:34 +02:00

63 lines
2.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
// TODO: Add CurleyShuffle (TD, TS), Circle (Generals Gunship-style)
public enum AirAttackType { Hover, Strafe }
public class AttackAircraftInfo : AttackFollowInfo, Requires<AircraftInfo>
{
[Desc("Attack behavior. Currently supported types are Strafe (default) and Hover.")]
public readonly AirAttackType AttackType = AirAttackType.Strafe;
[Desc("Delay, in game ticks, before strafing aircraft turns to attack.")]
public readonly int AttackTurnDelay = 50;
public override object Create(ActorInitializer init) { return new AttackAircraft(init.Self, this); }
}
public class AttackAircraft : AttackFollow
{
public new readonly AttackAircraftInfo Info;
readonly AircraftInfo aircraftInfo;
public AttackAircraft(Actor self, AttackAircraftInfo info)
: base(self, info)
{
Info = info;
aircraftInfo = self.Info.TraitInfo<AircraftInfo>();
}
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
{
return new FlyAttack(self, newTarget, forceAttack);
}
protected override bool CanAttack(Actor self, Target target)
{
// Don't fire while landed or when outside the map.
if (self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length < aircraftInfo.MinAirborneAltitude
|| !self.World.Map.Contains(self.Location))
return false;
if (!base.CanAttack(self, target))
return false;
return TargetInFiringArc(self, target, base.Info.FacingTolerance);
}
}
}