77 lines
2.5 KiB
C#
77 lines
2.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class AttackTurretedInfo : AttackBaseInfo
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{
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public override object Create(ActorInitializer init) { return new AttackTurreted( init.self ); }
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}
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class AttackTurreted : AttackBase, INotifyBuildComplete
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{
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public AttackTurreted(Actor self) : base(self) { }
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protected override bool CanAttack( Actor self )
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{
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if( self.traits.Contains<Building>() && !buildComplete )
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return false;
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if (target == null) return false;
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var turreted = self.traits.Get<Turreted>();
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turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
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if( turreted.desiredFacing != turreted.turretFacing )
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return false;
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return base.CanAttack( self );
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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DoAttack( self );
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}
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protected override void QueueAttack( Actor self, Order order )
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{
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if (self.traits.Contains<Building>() && self.traits.Get<Building>().Disabled)
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return;
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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/* todo: choose the appropriate weapon, when only one works against this target */
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var weapon = order.Subject.GetPrimaryWeapon() ?? order.Subject.GetSecondaryWeapon();
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if (self.traits.Contains<Mobile>())
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self.QueueActivity( new Follow( order.TargetActor,
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Math.Max( 0, (int)weapon.Range - RangeTolerance ) ) );
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target = order.TargetActor;
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}
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bool buildComplete = false;
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public void BuildingComplete(Actor self) { buildComplete = true; }
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}
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}
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