Add TargetableOffsets to HitShape

And remove ITargetablePositions from Building.
Also, added UseFootprintOffsets to replicate the old Building behavior for easier setup of TargetablePositions for buildings.
This commit is contained in:
reaperrr
2017-05-23 22:51:04 +02:00
parent 7fd0a3aa58
commit 82758a8bef
9 changed files with 63 additions and 19 deletions

View File

@@ -145,12 +145,11 @@ namespace OpenRA.Traits
if (!actor.Targetables.Any(Exts.IsTraitEnabled))
return new[] { actor.CenterPosition };
var targetablePositions = actor.TraitOrDefault<ITargetablePositions>();
if (targetablePositions != null)
var targetablePositions = actor.TraitsImplementing<ITargetablePositions>().Where(Exts.IsTraitEnabled);
if (targetablePositions.Any())
{
var positions = targetablePositions.TargetablePositions(actor);
if (positions.Any())
return positions;
var target = this;
return targetablePositions.SelectMany(tp => tp.TargetablePositions(target.actor));
}
return new[] { actor.CenterPosition };

View File

@@ -135,7 +135,7 @@ namespace OpenRA.Mods.Common.Traits
}
}
public class Building : IOccupySpace, INotifySold, INotifyTransform, ISync, INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld, ITargetablePositions
public class Building : IOccupySpace, INotifySold, INotifyTransform, ISync, INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld
{
public readonly BuildingInfo Info;
public bool BuildComplete { get; private set; }
@@ -143,6 +143,8 @@ namespace OpenRA.Mods.Common.Traits
readonly Actor self;
public readonly bool SkipMakeAnimation;
Pair<CPos, SubCell>[] occupiedCells;
// Shared activity lock: undeploy, sell, capture, etc.
[Sync] public bool Locked = true;
@@ -173,14 +175,8 @@ namespace OpenRA.Mods.Common.Traits
SkipMakeAnimation = init.Contains<SkipMakeAnimsInit>();
}
Pair<CPos, SubCell>[] occupiedCells;
public IEnumerable<Pair<CPos, SubCell>> OccupiedCells() { return occupiedCells; }
public IEnumerable<WPos> TargetablePositions(Actor self)
{
return OccupiedCells().Select(c => self.World.Map.CenterOfCell(c.First));
}
void INotifyCreated.Created(Actor self)
{
if (SkipMakeAnimation || !self.Info.HasTraitInfo<WithMakeAnimationInfo>())

View File

@@ -36,7 +36,6 @@ namespace OpenRA.Mods.Common.Traits
HitShape[] shapes;
IBlocksProjectiles[] allBlockers;
ITargetablePositions[] targetablePositions;
public CombatDebugOverlay(Actor self)
{
@@ -51,7 +50,6 @@ namespace OpenRA.Mods.Common.Traits
{
shapes = self.TraitsImplementing<HitShape>().ToArray();
allBlockers = self.TraitsImplementing<IBlocksProjectiles>().ToArray();
targetablePositions = self.TraitsImplementing<ITargetablePositions>().ToArray();
}
void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
@@ -79,8 +77,7 @@ namespace OpenRA.Mods.Common.Traits
s.Info.Type.DrawCombatOverlay(wr, wcr, self);
var tc = Color.Lime;
var enabledPositions = targetablePositions.Where(Exts.IsTraitEnabled);
var positions = enabledPositions.SelectMany(tp => tp.TargetablePositions(self));
var positions = activeShapes.SelectMany(tp => tp.TargetablePositions(self));
foreach (var p in positions)
{
var center = wr.Screen3DPosition(p);

View File

@@ -16,9 +16,15 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Shape of actor for damage calculations.")]
public class HitShapeInfo : ConditionalTraitInfo
[Desc("Shape of actor for targeting and damage calculations.")]
public class HitShapeInfo : ConditionalTraitInfo, Requires<BodyOrientationInfo>
{
[Desc("Create a targetable position for each offset listed here (relative to CenterPosition).")]
public readonly WVec[] TargetableOffsets = { WVec.Zero };
[Desc("Create a targetable position at the center of each occupied cell. Stacks with TargetableOffsets.")]
public readonly bool UseOccupiedCellsOffsets = false;
[FieldLoader.LoadUsing("LoadShape")]
public readonly IHitShape Type;
@@ -51,9 +57,36 @@ namespace OpenRA.Mods.Common.Traits
public override object Create(ActorInitializer init) { return new HitShape(init.Self, this); }
}
public class HitShape : ConditionalTrait<HitShapeInfo>
public class HitShape : ConditionalTrait<HitShapeInfo>, ITargetablePositions
{
BodyOrientation orientation;
IOccupySpace occupy;
public HitShape(Actor self, HitShapeInfo info)
: base(info) { }
protected override void Created(Actor self)
{
orientation = self.Trait<BodyOrientation>();
occupy = self.TraitOrDefault<IOccupySpace>();
base.Created(self);
}
public IEnumerable<WPos> TargetablePositions(Actor self)
{
if (IsTraitDisabled)
yield break;
if (Info.UseOccupiedCellsOffsets && occupy != null)
foreach (var c in occupy.OccupiedCells())
yield return self.World.Map.CenterOfCell(c.First);
foreach (var o in Info.TargetableOffsets)
{
var offset = orientation.LocalToWorld(o.Rotate(orientation.QuantizeOrientation(self, self.Orientation)));
yield return self.CenterPosition + offset;
}
}
}
}

View File

@@ -699,6 +699,15 @@ namespace OpenRA.Mods.Common.UtilityCommands
else
node.Value.Nodes.Add(hitShapeNode);
}
// Moved ITargetablePositions from Building to HitShape
var building = node.Value.Nodes.FirstOrDefault(n => n.Key == "Building");
var hitShape = node.Value.Nodes.FirstOrDefault(n => n.Key == "HitShape");
if (building != null && hitShape == null)
{
hitShapeNode.Value.Nodes.Add(new MiniYamlNode("UseOccupiedCellsOffsets", "true"));
node.Value.Nodes.Add(hitShapeNode);
}
}
UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);

View File

@@ -565,6 +565,8 @@
Priority: 3
Targetable:
TargetTypes: Ground, C4, Structure
HitShape:
UseOccupiedCellsOffsets: true
Armor:
Type: Wood
Building:
@@ -878,6 +880,7 @@
DamagedSounds: xplos.aud
DestroyedSounds: xplobig4.aud
ScriptTriggers:
BodyOrientation:
HitShape:
^Crate:

View File

@@ -336,6 +336,8 @@
VisibilityType: CenterPosition
Targetable:
TargetTypes: Ground, C4, Structure
HitShape:
UseOccupiedCellsOffsets: true
Building:
Dimensions: 1,1
Footprint: x

View File

@@ -497,6 +497,8 @@
Priority: 3
Targetable:
TargetTypes: Ground, C4, DetonateAttack, Structure
HitShape:
UseOccupiedCellsOffsets: true
Building:
Dimensions: 1,1
Footprint: x
@@ -853,6 +855,7 @@
Type: Concrete
AutoTargetIgnore:
ScriptTriggers:
BodyOrientation:
HitShape:
^Rock:

View File

@@ -135,6 +135,8 @@
Priority: 3
Targetable:
TargetTypes: Ground, Building, C4
HitShape:
UseOccupiedCellsOffsets: true
Building:
Dimensions: 1,1
Footprint: x