Weapons are now defined with the Armament trait and turret parameters live in Turreted. This has the side effect of allowing any number and distribution of weapons and turrets.
55 lines
1.4 KiB
C#
55 lines
1.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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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 AttackLeapInfo : AttackFrontalInfo
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{
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public override object Create(ActorInitializer init) { return new AttackLeap(init.self, this); }
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}
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class AttackLeap : AttackFrontal, ISync
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{
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[Sync] internal bool IsLeaping;
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public AttackLeap(Actor self, AttackLeapInfo info)
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: base(self, info) {}
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public override void DoAttack(Actor self, Target target)
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{
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if (!CanAttack(self, target))
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return;
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var a = ChooseArmamentForTarget(target);
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if (a == null)
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return;
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if (!Combat.IsInRange(self.CenterLocation, a.Weapon.Range, target))
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return;
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self.CancelActivity();
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self.QueueActivity(new Leap(self, target));
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}
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
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{
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var a = ChooseArmamentForTarget(newTarget);
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if (a == null)
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return null;
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return new Activities.Attack(newTarget, Math.Max(0, (int)a.Weapon.Range), allowMove);
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}
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}
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}
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