Files
OpenRA/OpenRA.Mods.RA/AttackTurreted.cs
2010-06-19 14:28:30 +12:00

77 lines
2.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class AttackTurretedInfo : AttackBaseInfo
{
public override object Create(ActorInitializer init) { return new AttackTurreted( init.self ); }
}
class AttackTurreted : AttackBase, INotifyBuildComplete
{
public AttackTurreted(Actor self) : base(self) { }
protected override bool CanAttack( Actor self )
{
if( self.traits.Contains<Building>() && !buildComplete )
return false;
if (target == null) return false;
var turreted = self.traits.Get<Turreted>();
turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
if( turreted.desiredFacing != turreted.turretFacing )
return false;
return base.CanAttack( self );
}
public override void Tick(Actor self)
{
base.Tick(self);
DoAttack( self );
}
protected override void QueueAttack( Actor self, Order order )
{
if (self.traits.Contains<Building>() && self.traits.Get<Building>().Disabled)
return;
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
/* todo: choose the appropriate weapon, when only one works against this target */
var weapon = order.Subject.GetPrimaryWeapon() ?? order.Subject.GetSecondaryWeapon();
if (self.traits.Contains<Mobile>())
self.QueueActivity( new Follow( order.TargetActor,
Math.Max( 0, (int)weapon.Range - RangeTolerance ) ) );
target = order.TargetActor;
}
bool buildComplete = false;
public void BuildingComplete(Actor self) { buildComplete = true; }
}
}