Files
OpenRA/OpenRA.Mods.RA/Armament.cs
Matthias Mailänder cdeea80037 replaced Dune 2000 AUD with original WAV
removed *.aud hard-coding everywhere
2013-06-15 19:41:07 +02:00

200 lines
6.0 KiB
C#
Executable File

#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.Linq;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class Barrel
{
public WVec Offset;
public WAngle Yaw;
}
[Desc("Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)")]
public class ArmamentInfo : ITraitInfo, Requires<AttackBaseInfo>
{
public readonly string Name = "primary";
[WeaponReference]
[Desc("Has to be defined here and in weapons.yaml.")]
public readonly string Weapon = null;
public readonly string Turret = "primary";
[Desc("Time (in frames) until the weapon can fire again.")]
public readonly int FireDelay = 0;
[Desc("Muzzle position relative to turret or body. (forward, right, up) triples")]
public readonly WRange[] LocalOffset = {};
[Desc("Muzzle yaw relative to turret or body.")]
public readonly WAngle[] LocalYaw = {};
[Desc("Move the turret backwards when firing.")]
public readonly WRange Recoil = WRange.Zero;
[Desc("Recoil recovery per-frame")]
public readonly WRange RecoilRecovery = new WRange(9);
public object Create(ActorInitializer init) { return new Armament(init.self, this); }
}
public class Armament : ITick
{
public readonly ArmamentInfo Info;
public readonly WeaponInfo Weapon;
public readonly Barrel[] Barrels;
Lazy<Turreted> Turret;
Lazy<IBodyOrientation> Coords;
public WRange Recoil;
public int FireDelay { get; private set; }
public int Burst { get; private set; }
public Armament(Actor self, ArmamentInfo info)
{
Info = info;
// We can't resolve these until runtime
Turret = Lazy.New(() => self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == info.Turret));
Coords = Lazy.New(() => self.Trait<IBodyOrientation>());
Weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()];
Burst = Weapon.Burst;
if (info.LocalOffset.Length % 3 != 0)
throw new InvalidOperationException("Invalid LocalOffset array length");
var barrels = new List<Barrel>();
for (var i = 0; i < info.LocalOffset.Length / 3; i++)
{
barrels.Add(new Barrel
{
Offset = new WVec(info.LocalOffset[3*i], info.LocalOffset[3*i + 1], info.LocalOffset[3*i + 2]),
Yaw = info.LocalYaw.Length > i ? info.LocalYaw[i] : WAngle.Zero
});
}
if (barrels.Count == 0)
barrels.Add(new Barrel { Offset = WVec.Zero, Yaw = WAngle.Zero });
Barrels = barrels.ToArray();
}
public void Tick(Actor self)
{
if (FireDelay > 0)
--FireDelay;
Recoil = new WRange(Math.Max(0, Recoil.Range - Info.RecoilRecovery.Range));
}
// Note: facing is only used by the legacy positioning code
// The world coordinate model uses Actor.Orientation
public void CheckFire(Actor self, AttackBase attack, IMove move, IFacing facing, Target target)
{
if (FireDelay > 0) return;
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
if (limitedAmmo != null && !limitedAmmo.HasAmmo())
return;
if (!Combat.IsInRange(self.CenterLocation, Weapon.Range, target)) return;
if (Combat.IsInRange(self.CenterLocation, Weapon.MinRange, target)) return;
if (!IsValidAgainst(self.World, target)) return;
var barrel = Barrels[Burst % Barrels.Length];
var destMove = target.IsActor ? target.Actor.TraitOrDefault<IMove>() : null;
var muzzlePosition = self.CenterPosition + MuzzleOffset(self, barrel);
var legacyMuzzlePosition = PPos.FromWPos(muzzlePosition);
var legacyMuzzleAltitude = Game.CellSize*muzzlePosition.Z/1024;
var legacyFacing = MuzzleOrientation(self, barrel).Yaw.Angle / 4;
var args = new ProjectileArgs
{
weapon = Weapon,
firedBy = self,
target = target,
src = legacyMuzzlePosition,
srcAltitude = legacyMuzzleAltitude,
dest = target.CenterLocation,
destAltitude = destMove != null ? destMove.Altitude : 0,
facing = legacyFacing,
firepowerModifier = self.TraitsImplementing<IFirepowerModifier>()
.Select(a => a.GetFirepowerModifier())
.Product()
};
attack.ScheduleDelayedAction(Info.FireDelay, () =>
{
if (args.weapon.Projectile != null)
{
var projectile = args.weapon.Projectile.Create(args);
if (projectile != null)
self.World.Add(projectile);
if (args.weapon.Report != null && args.weapon.Report.Any())
Sound.Play(args.weapon.Report.Random(self.World.SharedRandom), self.CenterLocation);
}
});
foreach (var na in self.TraitsImplementing<INotifyAttack>())
na.Attacking(self, target);
Recoil = Info.Recoil;
if (--Burst > 0)
FireDelay = Weapon.BurstDelay;
else
{
FireDelay = Weapon.ROF;
Burst = Weapon.Burst;
}
}
public bool IsValidAgainst(World world, Target target)
{
if (target.IsActor)
return Combat.WeaponValidForTarget(Weapon, target.Actor);
else
return Combat.WeaponValidForTarget(Weapon, world, target.CenterLocation.ToCPos());
}
public bool IsReloading { get { return FireDelay > 0; } }
public WVec MuzzleOffset(Actor self, Barrel b)
{
var bodyOrientation = Coords.Value.QuantizeOrientation(self, self.Orientation);
var localOffset = b.Offset + new WVec(-Recoil, WRange.Zero, WRange.Zero);
if (Turret.Value != null)
{
var turretOrientation = Coords.Value.QuantizeOrientation(self, Turret.Value.LocalOrientation(self));
localOffset = localOffset.Rotate(turretOrientation);
localOffset += Turret.Value.Offset;
}
return Coords.Value.LocalToWorld(localOffset.Rotate(bodyOrientation));
}
public WRot MuzzleOrientation(Actor self, Barrel b)
{
var orientation = self.Orientation + WRot.FromYaw(b.Yaw);
if (Turret.Value != null)
orientation += Turret.Value.LocalOrientation(self);
return orientation;
}
}
}