move Combat, AttackBase, and associates into mod
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@@ -21,7 +21,6 @@
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using System;
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using System.Drawing;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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namespace OpenRA.Traits
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@@ -82,7 +81,7 @@ namespace OpenRA.Traits
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return a / step;
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}
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static float2 RotateVectorByFacing(float2 v, int facing, float ecc)
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public static float2 RotateVectorByFacing(float2 v, int facing, float ecc)
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{
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var angle = (facing / 256f) * (2 * (float)Math.PI);
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var sinAngle = (float)Math.Sin(angle);
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@@ -93,17 +92,6 @@ namespace OpenRA.Traits
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ecc * (cosAngle * v.Y - sinAngle * v.X));
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}
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static float2 GetRecoil(Actor self, float recoil)
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{
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var abInfo = self.Info.Traits.GetOrDefault<AttackBaseInfo>();
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if (abInfo == null || abInfo.Recoil == 0) return float2.Zero;
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var rut = self.traits.GetOrDefault<RenderUnitTurreted>();
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if (rut == null) return float2.Zero;
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var facing = self.traits.Get<Turreted>().turretFacing;
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return RotateVectorByFacing(new float2(0, recoil * self.Info.Traits.Get<AttackBaseInfo>().Recoil), facing, .7f);
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}
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public static float2 CenterOfCell(int2 loc)
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{
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return new float2(12, 12) + Game.CellSize * (float2)loc;
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@@ -114,19 +102,6 @@ namespace OpenRA.Traits
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return 0.5f * (CenterOfCell(from) + CenterOfCell(to));
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}
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public static float2 GetTurretPosition(Actor self, Unit unit, int[] offset, float recoil)
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{
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if( unit == null ) return offset.AbsOffset(); /* things that don't have a rotating base don't need the turrets repositioned */
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var ru = self.traits.GetOrDefault<RenderUnit>();
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var numDirs = (ru != null) ? ru.anim.CurrentSequence.Facings : 8;
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var bodyFacing = unit.Facing;
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var quantizedFacing = QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
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return (RotateVectorByFacing(offset.RelOffset(), quantizedFacing, .7f) + GetRecoil(self, recoil))
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+ offset.AbsOffset();
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}
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public static int2 AsInt2(this int[] xs) { return new int2(xs[0], xs[1]); }
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public static float2 RelOffset(this int[] offset) { return new float2(offset[0], offset[1]); }
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public static float2 AbsOffset(this int[] offset) { return new float2(offset.ElementAtOrDefault(2), offset.ElementAtOrDefault(3)); }
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@@ -144,12 +119,6 @@ namespace OpenRA.Traits
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(next, a) => { a.NextActivity = next; return a; });
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}
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public static float GetMaximumRange(Actor self)
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{
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return new[] { self.GetPrimaryWeapon(), self.GetSecondaryWeapon() }
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.Where(w => w != null).Max(w => w.Range);
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}
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public static Color ArrayToColor(int[] x) { return Color.FromArgb(x[0], x[1], x[2]); }
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public static int2 CellContaining(float2 pos) { return (1f / Game.CellSize * pos).ToInt2(); }
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