Add turret-linking support to HitShape

Allows to link a HitShape to the
position and facing of a turret.
This commit is contained in:
reaperrr
2018-06-19 07:26:19 +02:00
committed by abcdefg30
parent b839204c7f
commit 9dcba8710b
12 changed files with 103 additions and 65 deletions

View File

@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.HitShapes;
using OpenRA.Primitives;
using OpenRA.Traits;
@@ -20,6 +21,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Shape of actor for targeting and damage calculations.")]
public class HitShapeInfo : ConditionalTraitInfo, Requires<BodyOrientationInfo>
{
[Desc("Name of turret this shape is linked to. Leave empty to link shape to body.")]
public readonly string Turret = null;
[Desc("Create a targetable position for each offset listed here (relative to CenterPosition).")]
public readonly WVec[] TargetableOffsets = { WVec.Zero };
@@ -66,6 +70,7 @@ namespace OpenRA.Mods.Common.Traits
{
BodyOrientation orientation;
ITargetableCells targetableCells;
Turreted turret;
public HitShape(Actor self, HitShapeInfo info)
: base(info) { }
@@ -74,6 +79,7 @@ namespace OpenRA.Mods.Common.Traits
{
orientation = self.Trait<BodyOrientation>();
targetableCells = self.TraitOrDefault<ITargetableCells>();
turret = self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == Info.Turret);
base.Created(self);
}
@@ -91,9 +97,53 @@ namespace OpenRA.Mods.Common.Traits
foreach (var o in Info.TargetableOffsets)
{
var offset = orientation.LocalToWorld(o.Rotate(orientation.QuantizeOrientation(self, self.Orientation)));
var offset = CalculateTargetableOffset(self, o);
yield return self.CenterPosition + offset;
}
}
WVec CalculateTargetableOffset(Actor self, WVec offset)
{
var localOffset = offset;
var quantizedBodyOrientation = orientation.QuantizeOrientation(self, self.Orientation);
if (turret != null)
{
// WorldOrientation is quantized to satisfy the *Fudges.
// Need to then convert back to a pseudo-local coordinate space, apply offsets,
// then rotate back at the end
var turretOrientation = turret.WorldOrientation(self) - quantizedBodyOrientation;
localOffset = localOffset.Rotate(turretOrientation);
localOffset += turret.Offset;
}
return orientation.LocalToWorld(localOffset.Rotate(quantizedBodyOrientation));
}
public WDist DistanceFromEdge(Actor self, WPos pos)
{
var origin = self.CenterPosition;
var orientation = self.Orientation;
if (turret != null)
{
origin += turret.Position(self);
orientation = turret.WorldOrientation(self);
}
return Info.Type.DistanceFromEdge(pos, origin, orientation);
}
public IEnumerable<IRenderable> RenderDebugOverlay(Actor self, WorldRenderer wr)
{
var origin = self.CenterPosition;
var orientation = self.Orientation;
if (turret != null)
{
origin += turret.Position(self);
orientation = turret.WorldOrientation(self);
}
return Info.Type.RenderDebugOverlay(wr, origin, orientation);
}
}
}