Add AttackGarrisoned for allowing passengers to shoot outside. Fixes #4483.

This commit is contained in:
Paul Chote
2014-03-17 17:41:45 +13:00
parent d7d00fffef
commit 387a5ded4b
5 changed files with 213 additions and 8 deletions

View File

@@ -58,6 +58,7 @@ namespace OpenRA.Mods.RA
public readonly ArmamentInfo Info;
public readonly WeaponInfo Weapon;
public readonly Barrel[] Barrels;
public readonly Actor self;
Lazy<Turreted> Turret;
Lazy<IBodyOrientation> Coords;
Lazy<LimitedAmmo> limitedAmmo;
@@ -69,6 +70,7 @@ namespace OpenRA.Mods.RA
public Armament(Actor self, ArmamentInfo info)
{
this.self = self;
Info = info;
// We can't resolve these until runtime
@@ -125,22 +127,22 @@ namespace OpenRA.Mods.RA
// Note: facing is only used by the legacy positioning code
// The world coordinate model uses Actor.Orientation
public void CheckFire(Actor self, IFacing facing, Target target)
public Barrel CheckFire(Actor self, IFacing facing, Target target)
{
if (FireDelay > 0)
return;
return null;
if (limitedAmmo.Value != null && !limitedAmmo.Value.HasAmmo())
return;
return null;
if (!target.IsInRange(self.CenterPosition, Weapon.Range))
return;
return null;
if (Weapon.MinRange != WRange.Zero && target.IsInRange(self.CenterPosition, Weapon.MinRange))
return;
return null;
if (!Weapon.IsValidAgainst(target, self.World))
return;
return null;
var barrel = Barrels[Burst % Barrels.Length];
var muzzlePosition = self.CenterPosition + MuzzleOffset(self, barrel);
@@ -185,6 +187,8 @@ namespace OpenRA.Mods.RA
FireDelay = Weapon.ROF;
Burst = Weapon.Burst;
}
return barrel;
}
public bool IsReloading { get { return FireDelay > 0; } }
@@ -211,5 +215,7 @@ namespace OpenRA.Mods.RA
orientation += Turret.Value.LocalOrientation(self);
return orientation;
}
public Actor Actor { get { return self; } }
}
}

View File

@@ -135,7 +135,13 @@ namespace OpenRA.Mods.RA
public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
public bool HasAnyValidWeapons(Target t) { return Armaments.Any(a => a.Weapon.IsValidAgainst(t, self.World)); }
public WRange GetMaximumRange() { return Armaments.Max(a => a.Weapon.Range); }
public WRange GetMaximumRange()
{
if (!Armaments.Any())
return WRange.Zero;
return Armaments.Max(a => a.Weapon.Range);
}
public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.Weapon.IsValidAgainst(t, self.World)); }

View File

@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA
return base.CanAttack(self, target);
}
public void Tick(Actor self)
public virtual void Tick(Actor self)
{
DoAttack(self, Target);
IsAttacking = Target.IsValidFor(self);

View File

@@ -0,0 +1,192 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class FirePort
{
public WVec Offset;
public WAngle Yaw;
public WAngle Cone;
}
public class AttackGarrisonedInfo : AttackFollowInfo, Requires<CargoInfo>
{
[Desc("Fire port offsets in local coordinates")]
public readonly WRange[] PortOffsets = {};
[Desc("Fire port yaw angles")]
public readonly WAngle[] PortYaws = {};
[Desc("Fire port yaw cone angle")]
public readonly WAngle[] PortCones = {};
public override object Create(ActorInitializer init) { return new AttackGarrisoned(init.self, this); }
}
public class AttackGarrisoned : AttackFollow, INotifyPassengerEntered, INotifyPassengerExited, IRender
{
public readonly FirePort[] Ports;
AttackGarrisonedInfo info;
Lazy<IBodyOrientation> coords;
List<Armament> armaments;
List<AnimationWithOffset> muzzles;
Dictionary<Actor, IFacing> paxFacing;
Dictionary<Actor, IPositionable> paxPos;
Dictionary<Actor, RenderSprites> paxRender;
public AttackGarrisoned(Actor self, AttackGarrisonedInfo info)
: base(self, info)
{
this.info = info;
coords = Lazy.New(() => self.Trait<IBodyOrientation>());
armaments = new List<Armament>();
muzzles = new List<AnimationWithOffset>();
paxFacing = new Dictionary<Actor, IFacing>();
paxPos = new Dictionary<Actor, IPositionable>();
paxRender = new Dictionary<Actor, RenderSprites>();
GetArmaments = () => armaments;
if (info.PortOffsets.Length % 3 != 0 || info.PortOffsets.Length == 0)
throw new InvalidOperationException("PortOffsets array length must be a multiple of three");
if (info.PortYaws.Length * 3 != info.PortOffsets.Length)
throw new InvalidOperationException("FireYaw must define an angle for each port");
if (info.PortCones.Length * 3 != info.PortOffsets.Length)
throw new InvalidOperationException("PortCones must define an angle for each port");
var p = new List<FirePort>();
for (var i = 0; i < info.PortOffsets.Length / 3; i++)
{
p.Add(new FirePort
{
Offset = new WVec(info.PortOffsets[3*i], info.PortOffsets[3*i + 1], info.PortOffsets[3*i + 2]),
Yaw = info.PortYaws[i],
Cone = info.PortCones[i],
});
}
Ports = p.ToArray();
}
public void PassengerEntered(Actor self, Actor passenger)
{
paxFacing.Add(passenger, passenger.Trait<IFacing>());
paxPos.Add(passenger, passenger.Trait<IPositionable>());
paxRender.Add(passenger, passenger.Trait<RenderSprites>());
armaments = armaments.Append(passenger.TraitsImplementing<Armament>()
.Where(a => info.Armaments.Contains(a.Info.Name))
.ToArray()).ToList();
}
public void PassengerExited(Actor self, Actor passenger)
{
paxFacing.Remove(passenger);
paxPos.Remove(passenger);
paxRender.Remove(passenger);
armaments.RemoveAll(a => a.Actor == passenger);
}
FirePort SelectFirePort(Actor self, WAngle targetYaw)
{
// Pick a random port that faces the target
var bodyYaw = facing.Value != null ? WAngle.FromFacing(facing.Value.Facing) : WAngle.Zero;
var indices = Exts.MakeArray(Ports.Length, i => i).Shuffle(self.World.SharedRandom);
foreach (var i in indices)
{
var yaw = bodyYaw + Ports[i].Yaw;
var leftTurn = (yaw - targetYaw).Angle;
var rightTurn = (targetYaw - yaw).Angle;
if (Math.Min(leftTurn, rightTurn) <= Ports[i].Cone.Angle)
return Ports[i];
}
return null;
}
WVec PortOffset(Actor self, FirePort p)
{
var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
return coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
}
public override void DoAttack(Actor self, Target target)
{
if (!CanAttack(self, target))
return;
var pos = self.CenterPosition;
var targetYaw = WAngle.FromFacing(Traits.Util.GetFacing(target.CenterPosition - self.CenterPosition, 0));
foreach (var a in Armaments)
{
var port = SelectFirePort(self, targetYaw);
if (port == null)
return;
var muzzleFacing = targetYaw.Angle / 4;
paxFacing[a.Actor].Facing = muzzleFacing;
paxPos[a.Actor].SetVisualPosition(a.Actor, pos + PortOffset(self, port));
var barrel = a.CheckFire(a.Actor, facing.Value, target);
if (barrel != null && a.Info.MuzzleSequence != null)
{
// Muzzle facing is fixed once the firing starts
var muzzleAnim = new Animation(paxRender[a.Actor].GetImage(a.Actor), () => muzzleFacing);
var sequence = a.Info.MuzzleSequence;
if (a.Info.MuzzleSplitFacings > 0)
sequence += Traits.Util.QuantizeFacing(muzzleFacing, a.Info.MuzzleSplitFacings).ToString();
var muzzleFlash = new AnimationWithOffset(muzzleAnim,
() => PortOffset(self, port),
() => false,
p => WithTurret.ZOffsetFromCenter(self, p, 1024));
muzzles.Add(muzzleFlash);
muzzleAnim.PlayThen(sequence, () => muzzles.Remove(muzzleFlash));
}
}
}
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
// Display muzzle flashes
foreach (var m in muzzles)
foreach (var r in m.Render(self, wr, wr.Palette("effect"), 1f))
yield return r;
}
public override void Tick(Actor self)
{
base.Tick(self);
// Take a copy so that Tick() can remove animations
foreach (var m in muzzles.ToList())
m.Animation.Tick();
}
}
}

View File

@@ -486,6 +486,7 @@
<Compile Include="Buildings\LaysTerrain.cs" />
<Compile Include="RemoveImmediately.cs" />
<Compile Include="Attack\AttackFollow.cs" />
<Compile Include="Attack\AttackGarrisoned.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">