Files
OpenRA/OpenRa.Game/Traits/AttackTurreted.cs
2009-10-27 08:22:54 +13:00

112 lines
3.0 KiB
C#
Executable File

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits
{
abstract class AttackBase : IOrder
{
public Actor target;
// time (in frames) until each weapon can fire again.
protected int primaryFireDelay = 0;
protected int secondaryFireDelay = 0;
protected bool CanAttack( Actor self )
{
if( primaryFireDelay > 0 ) --primaryFireDelay;
if( secondaryFireDelay > 0 ) --secondaryFireDelay;
if( target != null && target.IsDead ) target = null; /* he's dead, jim. */
if( target == null ) return false;
return true;
}
protected void DoAttack( Actor self )
{
if( self.unitInfo.Primary != null && CheckFire( self, self.unitInfo.Primary, ref primaryFireDelay ) )
{
secondaryFireDelay = Math.Max( 4, secondaryFireDelay );
return;
}
if( self.unitInfo.Secondary != null && CheckFire( self, self.unitInfo.Secondary, ref secondaryFireDelay ) )
return;
}
bool CheckFire( Actor self, string weaponName, ref int fireDelay )
{
if( fireDelay > 0 ) return false;
var weapon = Rules.WeaponInfo[ weaponName ];
if( weapon.Range * weapon.Range < ( target.Location - self.Location ).LengthSquared ) return false;
fireDelay = weapon.ROF;
Game.world.Add( new Bullet( weaponName, self.Owner, self,
self.CenterLocation.ToInt2(),
target.CenterLocation.ToInt2() ) );
return true;
}
public Order Order( Actor self, int2 xy, bool lmb, Actor underCursor )
{
if( lmb || underCursor == null ) return null;
if( underCursor.Owner == self.Owner ) return null;
return new AttackOrder( self, underCursor );
}
}
class AttackTurreted : AttackBase, ITick
{
public AttackTurreted( Actor self ) { self.traits.Get<Turreted>(); }
public void Tick(Actor self)
{
if( !CanAttack( self ) ) return;
var turreted = self.traits.Get<Turreted>();
turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
if( turreted.desiredFacing != turreted.turretFacing )
return;
DoAttack( self );
}
}
class AttackOrder : Order
{
public readonly Actor Attacker;
public readonly Actor Target;
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
public AttackOrder( Actor attacker, Actor target )
{
this.Attacker = attacker;
this.Target = target;
}
public override void Apply( bool doVoice )
{
var mobile = Attacker.traits.GetOrDefault<Mobile>();
if (mobile != null)
{
var weapon = Attacker.unitInfo.Primary ?? Attacker.unitInfo.Secondary;
/* todo: choose the appropriate weapon, when only one works against this target */
var range = Rules.WeaponInfo[weapon].Range;
mobile.Cancel(Attacker);
mobile.QueueActivity(
new Mobile.MoveTo(Target,
Math.Max(0, (int)range - RangeTolerance)));
}
Attacker.traits.Get<AttackTurreted>().target = Target;
}
}
}