Merge pull request #11487 from reaperrr/bldg-shape-prep
Improve Rectangle HitShape customizability
This commit is contained in:
@@ -30,6 +30,11 @@ namespace OpenRA
|
||||
return actors.MinByOrDefault(a => (a.CenterPosition - pos).LengthSquared);
|
||||
}
|
||||
|
||||
public static WPos PositionClosestTo(this IEnumerable<WPos> positions, WPos pos)
|
||||
{
|
||||
return positions.MinByOrDefault(p => (p - pos).LengthSquared);
|
||||
}
|
||||
|
||||
public static IEnumerable<Actor> FindActorsInCircle(this World world, WPos origin, WDist r)
|
||||
{
|
||||
// Target ranges are calculated in 2D, so ignore height differences
|
||||
|
||||
@@ -33,6 +33,15 @@ namespace OpenRA.Mods.Common.HitShapes
|
||||
[Desc("Defines the bottom offset relative to the actor's target point.")]
|
||||
public readonly int VerticalBottomOffset = 0;
|
||||
|
||||
// This is just a temporary work-around until we have a customizable PolygonShape
|
||||
[Desc("Rotates shape by 90 degree relative to actor facing. Mostly required for buildings on isometric terrain.",
|
||||
"Mobile actors do NOT need this!")]
|
||||
public readonly bool RotateToIsometry = false;
|
||||
|
||||
// This is just a temporary work-around until we have a customizable PolygonShape
|
||||
[Desc("Applies shape to every TargetablePosition instead of just CenterPosition.")]
|
||||
public readonly bool ApplyToAllTargetablePositions = false;
|
||||
|
||||
int2 quadrantSize;
|
||||
int2 center;
|
||||
|
||||
@@ -89,24 +98,50 @@ namespace OpenRA.Mods.Common.HitShapes
|
||||
public WDist DistanceFromEdge(WPos pos, Actor actor)
|
||||
{
|
||||
var actorPos = actor.CenterPosition;
|
||||
var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
|
||||
new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
|
||||
|
||||
var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
|
||||
if (ApplyToAllTargetablePositions && targetablePositions.Any())
|
||||
{
|
||||
var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
|
||||
actorPos = positions.PositionClosestTo(pos);
|
||||
}
|
||||
|
||||
if (pos.Z > actorPos.Z + VerticalTopOffset)
|
||||
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-actor.Orientation));
|
||||
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
|
||||
|
||||
if (pos.Z < actorPos.Z + VerticalBottomOffset)
|
||||
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-actor.Orientation));
|
||||
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
|
||||
|
||||
return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-actor.Orientation));
|
||||
return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-orientation));
|
||||
}
|
||||
|
||||
public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
|
||||
{
|
||||
var actorPos = actor.CenterPosition;
|
||||
var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
|
||||
new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
|
||||
|
||||
var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(actorPos + v.Rotate(actor.Orientation)));
|
||||
var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(actorPos + v.Rotate(actor.Orientation)));
|
||||
var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
|
||||
if (ApplyToAllTargetablePositions && targetablePositions.Any())
|
||||
{
|
||||
var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
|
||||
foreach (var pos in positions)
|
||||
{
|
||||
var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(pos + v.Rotate(orientation)));
|
||||
var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(pos + v.Rotate(orientation)));
|
||||
wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
|
||||
wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
|
||||
var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
|
||||
wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
|
||||
wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -218,8 +218,10 @@
|
||||
ScriptTriggers:
|
||||
UpgradeManager:
|
||||
Health:
|
||||
Shape: Circle
|
||||
Radius: 363
|
||||
Shape: Rectangle
|
||||
RotateToIsometry: true
|
||||
TopLeft: -384, -384
|
||||
BottomRight: 384, 384
|
||||
VerticalTopOffset: 512
|
||||
|
||||
^BuildingPlug:
|
||||
|
||||
Reference in New Issue
Block a user