Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
1381
OpenRA.Mods.Common/Traits/Air/Aircraft.cs
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1381
OpenRA.Mods.Common/Traits/Air/Aircraft.cs
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69
OpenRA.Mods.Common/Traits/Air/AttackAircraft.cs
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69
OpenRA.Mods.Common/Traits/Air/AttackAircraft.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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// TODO: Add CurleyShuffle (TD, TS), Circle (Generals Gunship-style)
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public enum AirAttackType { Default, Hover, Strafe }
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public class AttackAircraftInfo : AttackFollowInfo, Requires<AircraftInfo>
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{
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[Desc("Attack behavior. Currently supported types are:",
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"Default: Attack while following the default movement rules.",
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"Hover: Hover, even if the Aircraft can't hover while idle.",
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"Strafe: Perform a fixed-length attack run on the target.")]
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public readonly AirAttackType AttackType = AirAttackType.Default;
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[Desc(
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"Distance the strafing aircraft makes to a target before turning for another pass. " +
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"When set to WDist.Zero this defaults to the maximum armament range.")]
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public readonly WDist StrafeRunLength = WDist.Zero;
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public override object Create(ActorInitializer init) { return new AttackAircraft(init.Self, this); }
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}
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public class AttackAircraft : AttackFollow
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{
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public new readonly AttackAircraftInfo Info;
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readonly AircraftInfo aircraftInfo;
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public AttackAircraft(Actor self, AttackAircraftInfo info)
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: base(self, info)
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{
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Info = info;
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aircraftInfo = self.Info.TraitInfo<AircraftInfo>();
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}
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public override Activity GetAttackActivity(
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Actor self, AttackSource source, in Target newTarget, bool allowMove, bool forceAttack, Color? targetLineColor = null)
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{
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return new FlyAttack(self, source, newTarget, forceAttack, targetLineColor);
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}
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protected override bool CanAttack(Actor self, in Target target)
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{
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// Don't fire while landed or when outside the map.
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if (self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length < aircraftInfo.MinAirborneAltitude
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|| !self.World.Map.Contains(self.Location))
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return false;
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if (!base.CanAttack(self, target))
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return false;
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return TargetInFiringArc(self, target, Info.FacingTolerance);
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}
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}
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}
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95
OpenRA.Mods.Common/Traits/Air/AttackBomber.cs
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OpenRA.Mods.Common/Traits/Air/AttackBomber.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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.Activities;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Trait used for scripted actors or actors spawned by a support power.")]
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public class AttackBomberInfo : AttackBaseInfo
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{
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public override object Create(ActorInitializer init) { return new AttackBomber(init.Self, this); }
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}
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public class AttackBomber : AttackBase, ITick, ISync, INotifyRemovedFromWorld
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{
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readonly AttackBomberInfo info;
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[VerifySync]
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Target target;
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[VerifySync]
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bool inAttackRange;
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[VerifySync]
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bool facingTarget = true;
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public event Action<Actor> OnRemovedFromWorld = self => { };
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public event Action<Actor> OnEnteredAttackRange = self => { };
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public event Action<Actor> OnExitedAttackRange = self => { };
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public AttackBomber(Actor self, AttackBomberInfo info)
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: base(self, info)
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{
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this.info = info;
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}
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void ITick.Tick(Actor self)
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{
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var wasInAttackRange = inAttackRange;
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inAttackRange = false;
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if (self.IsInWorld)
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{
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var dat = self.World.Map.DistanceAboveTerrain(target.CenterPosition);
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target = Target.FromPos(target.CenterPosition - new WVec(WDist.Zero, WDist.Zero, dat));
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var wasFacingTarget = facingTarget;
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facingTarget = TargetInFiringArc(self, target, info.FacingTolerance);
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foreach (var a in Armaments)
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{
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if (!target.IsInRange(self.CenterPosition, a.MaxRange()))
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continue;
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inAttackRange = true;
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a.CheckFire(self, facing, target);
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}
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// Actors without armaments may want to trigger an action when it passes the target
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if (!Armaments.Any())
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inAttackRange = !wasInAttackRange && !facingTarget && wasFacingTarget;
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}
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if (inAttackRange && !wasInAttackRange)
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OnEnteredAttackRange(self);
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if (!inAttackRange && wasInAttackRange)
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OnExitedAttackRange(self);
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}
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public void SetTarget(WPos pos) { target = Target.FromPos(pos); }
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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OnRemovedFromWorld(self);
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}
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public override Activity GetAttackActivity(Actor self, AttackSource source, in Target newTarget, bool allowMove, bool forceAttack, Color? targetLineColor)
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{
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throw new NotImplementedException("AttackBomber requires a scripted target");
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}
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}
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}
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71
OpenRA.Mods.Common/Traits/Air/FallsToEarth.cs
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71
OpenRA.Mods.Common/Traits/Air/FallsToEarth.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Causes aircraft husks that are spawned in the air to crash to the ground.")]
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public class FallsToEarthInfo : TraitInfo, IRulesetLoaded, Requires<AircraftInfo>
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{
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[WeaponReference]
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[Desc("Explosion weapon that triggers when hitting ground.")]
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public readonly string Explosion = "UnitExplode";
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[Desc("Limit the maximum spin (in angle units per tick) that can be achieved while crashing.",
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"0 disables spinning. Leave undefined for no limit.")]
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public readonly WAngle? MaximumSpinSpeed = null;
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[Desc("Does the aircraft (husk) move forward at aircraft speed?")]
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public readonly bool Moves = false;
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[Desc("Velocity (per tick) at which aircraft falls to ground.")]
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public readonly WDist Velocity = new(43);
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public WeaponInfo ExplosionWeapon { get; private set; }
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public override object Create(ActorInitializer init) { return new FallsToEarth(init, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (string.IsNullOrEmpty(Explosion))
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return;
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var weaponToLower = Explosion.ToLowerInvariant();
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if (!rules.Weapons.TryGetValue(weaponToLower, out var weapon))
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throw new YamlException($"Weapons Ruleset does not contain an entry '{weaponToLower}'");
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ExplosionWeapon = weapon;
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}
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}
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public class FallsToEarth : IEffectiveOwner, INotifyCreated
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{
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readonly FallsToEarthInfo info;
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readonly Player effectiveOwner;
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public FallsToEarth(ActorInitializer init, FallsToEarthInfo info)
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{
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this.info = info;
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effectiveOwner = init.GetValue<EffectiveOwnerInit, Player>(info, init.Self.Owner);
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}
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// We return init.Self.Owner if there's no effective owner
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bool IEffectiveOwner.Disguised => true;
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Player IEffectiveOwner.Owner => effectiveOwner;
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void INotifyCreated.Created(Actor self)
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{
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self.QueueActivity(false, new FallToEarth(self, info));
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}
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}
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}
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