83 lines
2.5 KiB
C#
83 lines
2.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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.Linq;
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using OpenRA.Activities;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Activities
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{
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class Leap : Activity
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{
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readonly Mobile mobile;
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readonly WeaponInfo weapon;
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readonly int length;
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WPos from;
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WPos to;
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int ticks;
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WAngle angle;
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BitSet<DamageType> damageTypes;
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public Leap(Actor self, Actor target, Armament a, WDist speed, WAngle angle, BitSet<DamageType> damageTypes)
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{
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var targetMobile = target.TraitOrDefault<Mobile>();
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if (targetMobile == null)
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throw new InvalidOperationException("Leap requires a target actor with the Mobile trait");
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this.weapon = a.Weapon;
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this.angle = angle;
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this.damageTypes = damageTypes;
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mobile = self.Trait<Mobile>();
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mobile.SetLocation(mobile.FromCell, mobile.FromSubCell, targetMobile.FromCell, targetMobile.FromSubCell);
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mobile.IsMoving = true;
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from = self.CenterPosition;
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to = self.World.Map.CenterOfSubCell(targetMobile.FromCell, targetMobile.FromSubCell);
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length = Math.Max((to - from).Length / speed.Length, 1);
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// HACK: why isn't this using the interface?
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self.Trait<WithInfantryBody>().Attacking(self, Target.FromActor(target), a);
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if (weapon.Report != null && weapon.Report.Any())
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Game.Sound.Play(SoundType.World, weapon.Report.Random(self.World.SharedRandom), self.CenterPosition);
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}
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public override Activity Tick(Actor self)
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{
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if (ticks == 0 && IsCanceled)
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return NextActivity;
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mobile.SetVisualPosition(self, WPos.LerpQuadratic(from, to, angle, ++ticks, length));
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if (ticks >= length)
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{
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mobile.SetLocation(mobile.ToCell, mobile.ToSubCell, mobile.ToCell, mobile.ToSubCell);
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mobile.FinishedMoving(self);
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mobile.IsMoving = false;
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self.World.ActorMap.GetActorsAt(mobile.ToCell, mobile.ToSubCell)
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.Except(new[] { self }).Where(t => weapon.IsValidAgainst(t, self))
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.Do(t => t.Kill(self, damageTypes));
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return NextActivity;
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}
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return this;
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}
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}
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}
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