示例#1
0
 public Turreted(ActorInitializer init, TurretedInfo info)
 {
     this.info = info;
     turretFacing = info.InitialFacing;
     turretFacing = init.Contains<FacingInit>() ? init.Get<FacingInit,int>() : info.InitialFacing;
     facing = init.self.TraitOrDefault<IFacing>();
 }
示例#2
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 public HarvestResource(Actor self)
 {
     harv = self.Trait<Harvester>();
     harvInfo = self.Info.Traits.Get<HarvesterInfo>();
     facing = self.Trait<IFacing>();
     territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
     resLayer = self.World.WorldActor.Trait<ResourceLayer>();
 }
示例#3
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 public Contrail(Actor self, ContrailInfo info)
 {
     contrailTurret = new Turret(info.ContrailOffset);
     history = new ContrailHistory(info.TrailLength,
         info.UsePlayerColor ? ContrailHistory.ChooseColor(self) : info.Color);
     facing = self.Trait<IFacing>();
     move = self.Trait<IMove>();
 }
示例#4
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 public HarvestResource(Actor self, int2 cell)
 {
     harv = self.Trait<Harvester>();
     facing = self.Trait<IFacing>();
     renderUnit = self.Trait<RenderUnit>();
     resourceLayer = self.World.WorldActor.Trait<ResourceLayer>();
     harvestCell = cell;
 }
示例#5
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        public RenderGunboat(Actor self)
            : base(self, () => self.HasTrait<Turreted>() ? self.Trait<Turreted>().turretFacing : 0)
        {
            facing = self.Trait<IFacing>();

            anim.Play("left");
            anims.Add( "smoke", new AnimationWithOffset( new Animation( "smoke_m" ), null, () => !isSmoking ) );
        }
示例#6
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        void INotifyCreated.Created(Actor self)
        {
            facing    = self.TraitOrDefault <IFacing>();
            Armaments = self.TraitsImplementing <Armament>().Where(t => t.Info.Name.Contains(FireArmamentPowerInfo.ArmamentName)).ToArray();

            var armamentturrets = Armaments.Select(x => x.Info.Turret).ToHashSet();

            turreted = self.TraitsImplementing <Turreted>().Where(x => armamentturrets.Contains(x.Name)).Count() > 0;
        }
 public HarvestResource(Actor self)
 {
     harv      = self.Trait <Harvester>();
     harvInfo  = self.Info.TraitInfo <HarvesterInfo>();
     facing    = self.Trait <IFacing>();
     body      = self.Trait <BodyOrientation>();
     territory = self.World.WorldActor.TraitOrDefault <ResourceClaimLayer>();
     resLayer  = self.World.WorldActor.Trait <ResourceLayer>();
 }
示例#8
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        protected override void Created(Actor self)
        {
            facing       = self.TraitOrDefault <IFacing>();
            positionable = self.TraitOrDefault <IPositionable>();
            notifyAiming = self.TraitsImplementing <INotifyAiming>().ToArray();

            getArmaments = InitializeGetArmaments(self);

            base.Created(self);
        }
示例#9
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        protected override void Created(Actor self)
        {
            facing       = self.TraitOrDefault <IFacing>();
            building     = self.TraitOrDefault <Building>();
            positionable = self.TraitOrDefault <IPositionable>();

            getArmaments = InitializeGetArmaments(self);

            base.Created(self);
        }
示例#10
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 public SwallowActor(Actor self, Target target, Armament a, IFacing facing)
 {
     this.target  = target;
     this.facing  = facing;
     armament     = a;
     weapon       = a.Weapon;
     sandworm     = self.Trait <Sandworm>();
     positionable = self.Trait <Mobile>();
     swallow      = self.Trait <AttackSwallow>();
 }
示例#11
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文件: Actor.cs 项目: cjshmyr/OpenRA
        internal Actor(World world, string name, TypeDictionary initDict)
        {
            var init = new ActorInitializer(this, initDict);

            World   = world;
            ActorID = world.NextAID();
            if (initDict.Contains <OwnerInit>())
            {
                Owner = init.Get <OwnerInit, Player>();
            }

            if (name != null)
            {
                name = name.ToLowerInvariant();

                if (!world.Map.Rules.Actors.ContainsKey(name))
                {
                    throw new NotImplementedException("No rules definition for unit " + name);
                }

                Info = world.Map.Rules.Actors[name];
                foreach (var trait in Info.TraitsInConstructOrder())
                {
                    AddTrait(trait.Create(init));

                    // Some traits rely on properties provided by IOccupySpace in their initialization,
                    // so we must ready it now, we cannot wait until all traits have finished construction.
                    if (trait is IOccupySpaceInfo)
                    {
                        OccupiesSpace = Trait <IOccupySpace>();
                    }
                }
            }

            // PERF: Cache all these traits as soon as the actor is created. This is a fairly cheap one-off cost per
            // actor that allows us to provide some fast implementations of commonly used methods that are relied on by
            // performance-sensitive parts of the core game engine, such as pathfinding, visibility and rendering.
            Bounds              = DetermineBounds();
            VisualBounds        = DetermineVisualBounds();
            EffectiveOwner      = TraitOrDefault <IEffectiveOwner>();
            facing              = TraitOrDefault <IFacing>();
            health              = TraitOrDefault <IHealth>();
            renderModifiers     = TraitsImplementing <IRenderModifier>().ToArray();
            renders             = TraitsImplementing <IRender>().ToArray();
            disables            = TraitsImplementing <IDisable>().ToArray();
            visibilityModifiers = TraitsImplementing <IVisibilityModifier>().ToArray();
            defaultVisibility   = Trait <IDefaultVisibility>();
            Targetables         = TraitsImplementing <ITargetable>().ToArray();

            SyncHashes =
                TraitsImplementing <ISync>()
                .Select(sync => Pair.New(sync, Sync.GetHashFunction(sync)))
                .ToArray()
                .Select(pair => new SyncHash(pair.First, pair.Second(pair.First)));
        }
示例#12
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        public Attack(Actor self, Target target, WRange minRange, WRange maxRange, bool allowMovement)
        {
            Target        = target;
            this.minRange = minRange;
            this.maxRange = maxRange;

            attack = self.Trait <AttackBase>();
            facing = self.Trait <IFacing>();

            move = allowMovement ? self.TraitOrDefault <IMove>() : null;
        }
示例#13
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 public PickupUnit(Actor self, Actor cargo)
 {
     this.cargo  = cargo;
     carryable   = cargo.Trait <Carryable>();
     cargoFacing = cargo.Trait <IFacing>();
     movement    = self.Trait <IMove>();
     carryall    = self.Trait <Carryall>();
     aircraft    = self.Trait <Aircraft>();
     selfFacing  = self.Trait <IFacing>();
     state       = State.Intercept;
 }
示例#14
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        public RenderGunboat(Actor self)
            : base(self, () => self.HasTrait<Turreted>() ? self.Trait<Turreted>().turretFacing : 0)
        {
            facing = self.Trait<IFacing>();
            anim.Play("left");

            var wake = new Animation(anim.Name);
            wake.Play("left-wake");
            Func<float2> offset = () => new float2(((anims["wake"].Animation.CurrentSequence.Name == "left-wake") ? 1 : -1),2);
            anims.Add( "wake", new AnimationWithOffset( wake, offset, () => false ) { ZOffset = -2 } );
        }
示例#15
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 public EatResource(Actor self, CPos targetcell)
 {
     harv            = self.Trait <Sandworm>();
     harvInfo        = self.Info.TraitInfo <SandwormInfo>();
     facing          = self.Trait <IFacing>();
     body            = self.Trait <BodyOrientation>();
     move            = self.Trait <IMove>();
     claimLayer      = self.World.WorldActor.Trait <ResourceClaimLayer>();
     resLayer        = self.World.WorldActor.Trait <ResourceLayer>();
     this.targetCell = targetcell;
 }
示例#16
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        protected override void Created(Actor self)
        {
            body         = self.Trait <BodyOrientation>();
            facing       = self.TraitOrDefault <IFacing>();
            cachedFacing = facing != null ? facing.Facing : 0;
            cachedCell   = self.World.Map.CellContaining(self.CenterPosition);

            previouslySpawned = false;

            base.Created(self);
        }
示例#17
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文件: Attack.cs 项目: Berzeger/OpenRA
		public Attack(Actor self, Target target, WRange minRange, WRange maxRange, bool allowMovement)
		{
			Target = target;
			this.minRange = minRange;
			this.maxRange = maxRange;

			attack = self.Trait<AttackBase>();
			facing = self.Trait<IFacing>();

			move = allowMovement ? self.TraitOrDefault<IMove>() : null;
		}
示例#18
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 public PickupUnit(Actor self, Actor cargo)
 {
     this.cargo = cargo;
     carryable = cargo.Trait<Carryable>();
     cargoFacing = cargo.Trait<IFacing>();
     movement = self.Trait<IMove>();
     carryall = self.Trait<Carryall>();
     helicopter = self.Trait<Helicopter>();
     selfFacing = self.Trait<IFacing>();
     state = State.Intercept;
 }
        protected override void Created(Actor self)
        {
            facing    = self.TraitOrDefault <IFacing>();
            Armaments = self.TraitsImplementing <Armament>().Where(t => t.Info.Name.Contains(FireArmamentPowerInfo.ArmamentName)).ToArray();

            var armamentturrets = Armaments.Select(x => x.Info.Turret).ToHashSet();

            turreted = self.TraitsImplementing <Turreted>().Where(x => armamentturrets.Contains(x.Name)).Any();

            base.Created(self);
        }
示例#20
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		public Attack(Actor self, Target target, bool allowMovement, bool forceAttack)
		{
			Target = target;

			this.forceAttack = forceAttack;

			attack = self.Trait<AttackBase>();
			facing = self.Trait<IFacing>();
			positionable = self.Trait<IPositionable>();

			move = allowMovement ? self.TraitOrDefault<IMove>() : null;
		}
        public Turn(Actor self, int desiredFacing, bool setIsMoving = false, bool isInterruptible = true)
        {
            disablable         = self.TraitOrDefault <IMove>() as IDisabledTrait;
            facing             = self.Trait <IFacing>();
            this.desiredFacing = desiredFacing;
            this.setIsMoving   = setIsMoving;
            IsInterruptible    = isInterruptible;

            // This might look confusing, but the current implementation of Mobile is both IMove and IDisabledTrait,
            // and this way we can save a separate Mobile trait look-up.
            mobile = disablable as Mobile;
        }
示例#22
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        public Carryall(Actor self, CarryallInfo info)
        {
            Info = info;

            Carryable = null;
            State     = CarryallState.Idle;

            aircraftInfo = self.Info.TraitInfoOrDefault <AircraftInfo>();
            body         = self.Trait <BodyOrientation>();
            move         = self.Trait <IMove>();
            facing       = self.Trait <IFacing>();
        }
示例#23
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        public Attack(Actor self, Target target, bool allowMovement, bool forceAttack)
        {
            Target = target;

            this.forceAttack = forceAttack;

            attack       = self.Trait <AttackBase>();
            facing       = self.Trait <IFacing>();
            positionable = self.Trait <IPositionable>();

            move = allowMovement ? self.TraitOrDefault <IMove>() : null;
        }
示例#24
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 public HarvestResource(Actor self, CPos targetCell)
 {
     harv                   = self.Trait <Harvester>();
     harvInfo               = self.Info.TraitInfo <HarvesterInfo>();
     facing                 = self.Trait <IFacing>();
     body                   = self.Trait <BodyOrientation>();
     move                   = self.Trait <IMove>();
     claimLayer             = self.World.WorldActor.Trait <ResourceClaimLayer>();
     resourceLayer          = self.World.WorldActor.Trait <IResourceLayer>();
     this.targetCell        = targetCell;
     notifyHarvesterActions = self.TraitsImplementing <INotifyHarvesterAction>().ToArray();
 }
示例#25
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        public PickupUnit(Actor self, Actor cargo, int delay)
        {
            this.cargo      = cargo;
            this.delay      = delay;
            carryable       = cargo.Trait <Carryable>();
            carryableFacing = cargo.Trait <IFacing>();
            carryableBody   = cargo.Trait <BodyOrientation>();

            carryall = self.Trait <Carryall>();

            ChildHasPriority = false;
        }
示例#26
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		public DeliverUnit(Actor self)
		{
			carryall = self.Trait<Carryall>();
			this.self = self;
			cargo = carryall.Carrying;
			movement = self.Trait<IMove>();
			carryable = cargo.Trait<Carryable>();
			aircraft = self.Trait<Aircraft>();
			positionable = cargo.Trait<IPositionable>();
			cargoFacing = cargo.Trait<IFacing>();
			selfFacing = self.Trait<IFacing>();
			state = State.Transport;
		}
示例#27
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        float2 TurretPosition(Actor self, WorldRenderer wr, Turreted t, IFacing facing)
        {
            var recoil = self.TraitsImplementing <Armament>()
                         .Where(w => w.Info.Turret == t.Name)
                         .Aggregate(WRange.Zero, (a, b) => a + b.Recoil);

            var localOffset       = new WVec(-recoil, WRange.Zero, WRange.Zero);
            var bodyOrientation   = QuantizeOrientation(self, self.Orientation);
            var turretOrientation = QuantizeOrientation(self, t.LocalOrientation(self));
            var worldPos          = t.Position(self) + LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));

            return(wr.ScreenPxOffset(worldPos));
        }
示例#28
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        static PVecInt GetUnitspaceBarrelOffset(Actor self, IFacing facing, Turret turret, Barrel barrel)
        {
            var turreted = self.TraitOrDefault <Turreted>();

            if (turreted == null && facing == null)
            {
                return(PVecInt.Zero);
            }

            var turretFacing = turreted != null  ? turreted.turretFacing : facing.Facing;

            return((PVecInt)(PVecFloat)Util.RotateVectorByFacing(barrel.TurretSpaceOffset.ToFloat2(), turretFacing, .7f));
        }
示例#29
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        public WithCargo(Actor self, WithCargoInfo info)
        {
            cargo     = self.Trait <Cargo>();
            facing    = self.TraitOrDefault <IFacing>();
            cargoInfo = info;

            body = self.Trait <IBodyOrientation>();

            if (info.LocalOffset.Length == 0)
            {
                throw new InvalidOperationException("LocalOffset must have at least one entry");
            }
        }
示例#30
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 public DeliverUnit(Actor self)
 {
     carryall     = self.Trait <Carryall>();
     this.self    = self;
     cargo        = carryall.Carrying;
     movement     = self.Trait <IMove>();
     carryable    = cargo.Trait <Carryable>();
     aircraft     = self.Trait <Aircraft>();
     positionable = cargo.Trait <IPositionable>();
     cargoFacing  = cargo.Trait <IFacing>();
     selfFacing   = self.Trait <IFacing>();
     state        = State.Transport;
 }
示例#31
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文件: Attack.cs 项目: hadow/Commander
        public Attack(Actor self, Target target, bool allowMovement, bool forceAttack, int facingTolerance)
        {
            Target = target;

            this.forceAttack     = forceAttack;
            this.facingTolerance = facingTolerance;

            attackTraits = self.TraitsImplementing <AttackBase>().ToArray();
            facing       = self.Trait <IFacing>();
            positionable = self.Trait <IPositionable>();

            move = allowMovement ? self.TraitOrDefault <IMove>() : null;
        }
示例#32
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        public PickupUnit(Actor self, Actor cargo, int delay)
        {
            this.cargo      = cargo;
            this.delay      = delay;
            carryable       = cargo.Trait <Carryable>();
            carryableFacing = cargo.Trait <IFacing>();
            carryableBody   = cargo.Trait <BodyOrientation>();

            movement       = self.Trait <IMove>();
            carryall       = self.Trait <Carryall>();
            carryallFacing = self.Trait <IFacing>();

            state = PickupState.Intercept;
        }
示例#33
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        public PickupUnit(Actor self, Actor cargo, int delay)
        {
            this.cargo = cargo;
            this.delay = delay;
            carryable = cargo.Trait<Carryable>();
            carryableFacing = cargo.Trait<IFacing>();
            carryableBody = cargo.Trait<BodyOrientation>();

            movement = self.Trait<IMove>();
            carryall = self.Trait<Carryall>();
            carryallFacing = self.Trait<IFacing>();

            state = State.Intercept;
        }
示例#34
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        public DeliverUnit(Actor self, CPos destination)
        {
            this.self        = self;
            this.destination = destination;

            carryallFacing = self.Trait <IFacing>();
            carryall       = self.Trait <Carryall>();
            body           = self.Trait <BodyOrientation>();

            carryable       = carryall.Carryable.Trait <Carryable>();
            positionable    = carryall.Carryable.Trait <IPositionable>();
            carryableFacing = carryall.Carryable.Trait <IFacing>();
            state           = DeliveryState.Transport;
        }
示例#35
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        public DeliverUnit(Actor self, CPos destination)
        {
            this.self = self;
            this.destination = destination;

            carryallFacing = self.Trait<IFacing>();
            carryall = self.Trait<Carryall>();
            body = self.Trait<BodyOrientation>();

            carryable = carryall.Carryable.Trait<Carryable>();
            positionable = carryall.Carryable.Trait<IPositionable>();
            carryableFacing = carryall.Carryable.Trait<IFacing>();
            state = State.Transport;
        }
示例#36
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文件: Combat.cs 项目: test71/OpenRA
        // gets the screen-space position of a barrel.
        public static float2 GetBarrelPosition(Actor self, IFacing facing, Turret turret, Barrel barrel)
        {
            var turreted = self.TraitOrDefault <Turreted>();

            if (turreted == null && facing == null)
            {
                return(float2.Zero);
            }

            var turretFacing = turreted != null  ? turreted.turretFacing : facing.Facing;

            return(GetTurretPosition(self, facing, turret) + barrel.ScreenSpaceOffset
                   + Util.RotateVectorByFacing(barrel.TurretSpaceOffset, turretFacing, .7f));
        }
示例#37
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        internal Actor(World world, string name, TypeDictionary initDict)
        {
            var init = new ActorInitializer(this, initDict);

            World   = world;
            ActorID = world.NextAID();

            if (initDict.Contains <OwnerInit>())
            {
                Owner = init.Get <OwnerInit, Player>();
            }
            if (name != null)
            {
                name = name.ToLowerInvariant();

                if (!world.Map.Rules.Actors.ContainsKey(name))
                {
                    throw new NotImplementedException("No rules definition for unit {0}".F(name));
                }
                Info = world.Map.Rules.Actors[name];
                foreach (var trait in Info.TraitsInConstructOrder())
                {
                    AddTrait(trait.Create(init));
                    if (trait is IOccupySpaceInfo)
                    {
                        OccupiesSpace = Trait <IOccupySpace>();
                    }
                }
            }

            EffectiveOwner = TraitOrDefault <IEffectiveOwner>();

            facing              = TraitOrDefault <IFacing>();
            health              = TraitOrDefault <IHealth>();
            disables            = TraitsImplementing <IDisable>().ToArray();
            renders             = TraitsImplementing <IRender>().ToArray();
            renderModifiers     = TraitsImplementing <IRenderModifier>().ToArray();
            visibilityModifiers = TraitsImplementing <IVisibilityModifier>().ToArray();
            defaultVisibility   = Trait <IDefaultVisibility>();
            Targetables         = TraitsImplementing <ITargetable>().ToArray();
            mouseBounds         = TraitsImplementing <IMouseBounds>().ToArray();
            //Bounds = DetermineBounds();

            //SyncHashes = TraitsImplementing<ISync>()
            //    .Select(sync => Pair.New(sync, Sync.GetHashFunction(sync)))
            //    .ToArray()
            //    .Select(pair => new SyncHash(pair.First, pair.Second(pair.First)));
            SyncHashes = TraitsImplementing <ISync>().Select(sync => new SyncHash(sync)).ToArray();
        }
示例#38
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        public WithGunboatBody(ActorInitializer init, WithGunboatBodyInfo info)
            : base(init, info, MakeTurretFacingFunc(init.Self))
        {
            this.info = info;
            rs        = init.Self.Trait <RenderSprites>();
            facing    = init.Self.Trait <IFacing>();
            var name = rs.GetImage(init.Self);

            turret = init.Self.TraitsImplementing <Turreted>()
                     .First(t => t.Name == info.Turret);

            wake = new Animation(init.World, name);
            wake.PlayRepeating(info.WakeLeftSequence);
            rs.Add(new AnimationWithOffset(wake, null, null, -87));
        }
示例#39
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文件: Combat.cs 项目: test71/OpenRA
        public static float2 GetTurretPosition(Actor self, IFacing facing, Turret turret)
        {
            if (facing == null)
            {
                return(turret.ScreenSpacePosition);                             /* things that don't have a rotating base don't need the turrets repositioned */
            }
            var ru              = self.TraitOrDefault <RenderUnit>();
            var numDirs         = (ru != null) ? ru.anim.CurrentSequence.Facings : 8;
            var bodyFacing      = facing.Facing;
            var quantizedFacing = Util.QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);

            return((Util.RotateVectorByFacing(turret.UnitSpacePosition, quantizedFacing, .7f)
                    + GetRecoil(self, turret.Recoil))
                   + turret.ScreenSpacePosition);
        }
示例#40
0
        protected override void Created(Actor self)
        {
            base.Created(self);

            facing = self.TraitOrDefault <IFacing>();
            exits  = self.Info.TraitInfos <ExitInfo>().ToArray();

            // Spawn initial load.
            int burst = Info.InitialActorCount == -1 ? Info.Actors.Length : Info.InitialActorCount;

            for (int i = 0; i < burst; i++)
            {
                Replenish(self, SlaveEntries);
            }
        }
示例#41
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        public RenderGunboat(Actor self)
            : base(self, () => self.HasTrait <Turreted>() ? self.Trait <Turreted>().turretFacing : 0)
        {
            facing = self.Trait <IFacing>();
            anim.Play("left");

            var wake = new Animation(anim.Name);

            wake.Play("left-wake");
            Func <float2> offset = () => new float2(((anims["wake"].Animation.CurrentSequence.Name == "left-wake") ? 1 : -1), 2);

            anims.Add("wake", new AnimationWithOffset(wake, offset, () => false)
            {
                ZOffset = -2
            });
        }
示例#42
0
        internal Actor(World world, string name, TypeDictionary initDict)
        {
            var init = new ActorInitializer(this, initDict);

            World   = world;
            ActorID = world.NextAID();
            if (initDict.Contains <OwnerInit>())
            {
                Owner = init.Get <OwnerInit, Player>();
            }

            if (name != null)
            {
                name = name.ToLowerInvariant();

                if (!world.Map.Rules.Actors.ContainsKey(name))
                {
                    throw new NotImplementedException("No rules definition for unit " + name);
                }

                Info = world.Map.Rules.Actors[name];
                foreach (var trait in Info.TraitsInConstructOrder())
                {
                    AddTrait(trait.Create(init));

                    // Some traits rely on properties provided by IOccupySpace in their initialization,
                    // so we must ready it now, we cannot wait until all traits have finished construction.
                    if (trait is IOccupySpaceInfo)
                    {
                        OccupiesSpace = Trait <IOccupySpace>();
                    }
                }
            }

            Bounds              = DetermineBounds();
            VisualBounds        = DetermineVisualBounds();
            EffectiveOwner      = TraitOrDefault <IEffectiveOwner>();
            facing              = TraitOrDefault <IFacing>();
            health              = TraitOrDefault <IHealth>();
            renderModifiers     = TraitsImplementing <IRenderModifier>().ToArray();
            renders             = TraitsImplementing <IRender>().ToArray();
            disables            = TraitsImplementing <IDisable>().ToArray();
            visibilityModifiers = TraitsImplementing <IVisibilityModifier>().ToArray();
            defaultVisibility   = Trait <IDefaultVisibility>();
        }
示例#43
0
文件: Combat.cs 项目: Iran/ClassicRA
        // gets the screen-space position of a barrel.
        public static PVecInt GetBarrelPosition(Actor self, IFacing facing, Turret turret, Barrel barrel)
        {
            var turreted = self.TraitOrDefault<Turreted>();

            if (turreted == null && facing == null)
                return PVecInt.Zero;

            var turretFacing = turreted != null  ? turreted.turretFacing : facing.Facing;

            return GetTurretPosition(self, facing, turret) + barrel.ScreenSpaceOffset
                + (PVecInt)(PVecFloat)Util.RotateVectorByFacing(barrel.TurretSpaceOffset.ToFloat2(), turretFacing, .7f);
        }
示例#44
0
 public GeneralProperties(ScriptContext context, Actor self)
     : base(context, self)
 {
     facing = self.TraitOrDefault<IFacing>();
     autotarget = self.TraitOrDefault<AutoTarget>();
     scriptTags = self.TraitOrDefault<ScriptTags>();
 }
示例#45
0
        bool CheckFire(Actor self, IMove move, IFacing facing, Weapon w)
        {
            if (w.FireDelay > 0) return false;

            var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
            if (limitedAmmo != null && !limitedAmmo.HasAmmo())
                return false;

            if (w.Info.Range * w.Info.Range * Game.CellSize * Game.CellSize
                < (target.CenterLocation - self.CenterLocation).LengthSquared) return false;

            if (!w.IsValidAgainst(target)) return false;

            var barrel = w.Barrels[w.Burst % w.Barrels.Length];
            var destMove = target.IsActor ? target.Actor.TraitOrDefault<IMove>() : null;

            var args = new ProjectileArgs
            {
                weapon = w.Info,

                firedBy = self,
                target = this.target,

                src = (self.CenterLocation
                    + Combat.GetTurretPosition(self, facing, w.Turret)
                    + Combat.GetBarrelPosition(self, facing, w.Turret, barrel)).ToInt2(),
                srcAltitude = move != null ? move.Altitude : 0,
                dest = target.CenterLocation.ToInt2(),
                destAltitude = destMove != null ? destMove.Altitude : 0,

                facing = barrel.Facing +
                    (self.HasTrait<Turreted>() ? self.Trait<Turreted>().turretFacing :
                    facing != null ? facing.Facing : Util.GetFacing(target.CenterLocation - self.CenterLocation, 0)),

                firepowerModifier = self.TraitsImplementing<IFirepowerModifier>()
                     .Select(a => a.GetFirepowerModifier())
                     .Product()
            };

            ScheduleDelayedAction( FireDelay( self, self.Info.Traits.Get<AttackBaseInfo>() ), () =>
            {
                if (args.weapon.Projectile != null)
                {
                    var projectile = args.weapon.Projectile.Create(args);
                    if (projectile != null)
                        self.World.Add(projectile);

                    if (!string.IsNullOrEmpty(args.weapon.Report))
                        Sound.Play(args.weapon.Report + ".aud", self.CenterLocation);
                }
            });

            foreach (var na in self.TraitsImplementing<INotifyAttack>())
                na.Attacking(self);

            return true;
        }
示例#46
0
 public Turreted(ActorInitializer init, TurretedInfo info)
 {
     this.info = info;
     turretFacing = GetInitialTurretFacing(init, info.InitialFacing);
     facing = init.self.TraitOrDefault<IFacing>();
 }
示例#47
0
 // gets the screen-space position of a barrel.
 public static PVecInt GetBarrelPosition(Actor self, IFacing facing, Turret turret, Barrel barrel)
 {
     return GetTurretPosition(self, facing, turret) + barrel.ScreenSpaceOffset
         + GetUnitspaceBarrelOffset(self, facing, turret, barrel);
 }
示例#48
0
        static PVecInt GetUnitspaceBarrelOffset(Actor self, IFacing facing, Turret turret, Barrel barrel)
        {
            var turreted = self.TraitOrDefault<Turreted>();
            if (turreted == null && facing == null)
                return PVecInt.Zero;

            var turretFacing = turreted != null  ? turreted.turretFacing : facing.Facing;
            return (PVecInt)(PVecFloat)Util.RotateVectorByFacing(barrel.TurretSpaceOffset.ToFloat2(), turretFacing, .7f);
        }
示例#49
0
 public GeneralProperties(Actor self)
     : base(self)
 {
     facing = self.TraitOrDefault<IFacing>();
     autotarget = self.TraitOrDefault<AutoTarget>();
 }
		void INotifyCreated.Created(Actor self)
		{
			facing = self.TraitOrDefault<IFacing>();
			Armaments = self.TraitsImplementing<Armament>().Where(t => t.Info.Name.Contains(FireArmamentPowerInfo.ArmamentName)).ToArray();
		}
示例#51
0
        public void CheckFire(Actor self, AttackBase attack, IMove move, IFacing facing, Target target)
        {
            if (FireDelay > 0) return;

            var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
            if (limitedAmmo != null && !limitedAmmo.HasAmmo())
                return;

            if (!Combat.IsInRange(self.CenterLocation, Info.Range, target)) return;
            if (Combat.IsInRange(self.CenterLocation, Info.MinRange, target)) return;

            if (!IsValidAgainst(self.World, target)) return;

            var barrel = Barrels[Burst % Barrels.Length];
            var destMove = target.IsActor ? target.Actor.TraitOrDefault<IMove>() : null;
            var turreted = self.TraitOrDefault<Turreted>();

            var args = new ProjectileArgs
            {
                weapon = Info,

                firedBy = self,
                target = target,

                src = (self.CenterLocation
                    + Combat.GetBarrelPosition(self, facing, Turret, barrel)).ToInt2(),
                srcAltitude = move != null ? move.Altitude : 0,
                dest = target.CenterLocation,
                destAltitude = destMove != null ? destMove.Altitude : 0,

                facing = barrel.Facing +
                    (turreted != null ? turreted.turretFacing :
                    facing != null ? facing.Facing : Util.GetFacing(target.CenterLocation - self.CenterLocation, 0)),

                firepowerModifier = self.TraitsImplementing<IFirepowerModifier>()
                     .Select(a => a.GetFirepowerModifier())
                     .Product()
            };

            attack.ScheduleDelayedAction( attack.FireDelay( self, target, self.Info.Traits.Get<AttackBaseInfo>() ), () =>
            {
                if (args.weapon.Projectile != null)
                {
                    var projectile = args.weapon.Projectile.Create(args);
                    if (projectile != null)
                        self.World.Add(projectile);

                    if (!string.IsNullOrEmpty(args.weapon.Report))
                        Sound.Play(args.weapon.Report + ".aud", self.CenterLocation);
                }
            });

            foreach (var na in self.TraitsImplementing<INotifyAttack>())
                na.Attacking(self, target);

            FiredShot();
        }
示例#52
0
        public static float2 GetTurretPosition(Actor self, IFacing facing, Turret turret)
        {
            if(facing == null) return turret.ScreenSpacePosition;	/* things that don't have a rotating base don't need the turrets repositioned */

            var ru = self.TraitOrDefault<RenderUnit>();
            var numDirs = (ru != null) ? ru.anim.CurrentSequence.Facings : 8;
            var bodyFacing = facing.Facing;
            var quantizedFacing = Util.QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);

            return (Util.RotateVectorByFacing(turret.UnitSpacePosition, quantizedFacing, .7f)
                + GetRecoil(self, turret.Recoil))
                + turret.ScreenSpacePosition;
        }
示例#53
0
        // gets the screen-space position of a barrel.
        public static float2 GetBarrelPosition(Actor self, IFacing facing, Turret turret, Barrel barrel)
        {
            var turreted = self.TraitOrDefault<Turreted>();

            if (turreted == null && facing == null)
                return float2.Zero;

            var turretFacing = turreted != null  ? turreted.turretFacing : facing.Facing;

            return Util.RotateVectorByFacing(barrel.Position, turretFacing, .7f);
        }