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

@@ -81,27 +81,23 @@ namespace OpenRA.Mods.Common.HitShapes
return new WDist(Math.Max(0, distance - Radius.Length));
}
public WDist DistanceFromEdge(WPos pos, Actor actor)
public WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation)
{
var actorPos = actor.CenterPosition;
if (pos.Z > origin.Z + VerticalTopOffset)
return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
if (pos.Z > actorPos.Z + VerticalTopOffset)
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-actor.Orientation));
if (pos.Z < origin.Z + VerticalBottomOffset)
return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
if (pos.Z < actorPos.Z + VerticalBottomOffset)
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-actor.Orientation));
return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-actor.Orientation));
return DistanceFromEdge((pos - new WPos(origin.X, origin.Y, pos.Z)).Rotate(-orientation));
}
IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, Actor actor)
IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, WPos origin, WRot orientation)
{
var actorPos = actor.CenterPosition;
var a = actorPos + new WVec(PointA.X, PointA.Y, VerticalTopOffset).Rotate(actor.Orientation);
var b = actorPos + new WVec(PointB.X, PointB.Y, VerticalTopOffset).Rotate(actor.Orientation);
var aa = actorPos + new WVec(PointA.X, PointA.Y, VerticalBottomOffset).Rotate(actor.Orientation);
var bb = actorPos + new WVec(PointB.X, PointB.Y, VerticalBottomOffset).Rotate(actor.Orientation);
var a = origin + new WVec(PointA.X, PointA.Y, VerticalTopOffset).Rotate(orientation);
var b = origin + new WVec(PointB.X, PointB.Y, VerticalTopOffset).Rotate(orientation);
var aa = origin + new WVec(PointA.X, PointA.Y, VerticalBottomOffset).Rotate(orientation);
var bb = origin + new WVec(PointB.X, PointB.Y, VerticalBottomOffset).Rotate(orientation);
var offset1 = new WVec(a.Y - b.Y, b.X - a.X, 0);
offset1 = offset1 * Radius.Length / offset1.Length;
@@ -112,7 +108,7 @@ namespace OpenRA.Mods.Common.HitShapes
yield return new CircleAnnotationRenderable(b, Radius, 1, Color.Yellow);
yield return new CircleAnnotationRenderable(aa, Radius, 1, Color.Yellow);
yield return new CircleAnnotationRenderable(bb, Radius, 1, Color.Yellow);
yield return new CircleAnnotationRenderable(actorPos, OuterRadius, 1, Color.LimeGreen);
yield return new CircleAnnotationRenderable(origin, OuterRadius, 1, Color.LimeGreen);
yield return new LineAnnotationRenderable(a - offset1, b - offset1, 1, Color.Yellow);
yield return new LineAnnotationRenderable(a + offset1, b + offset1, 1, Color.Yellow);
yield return new LineAnnotationRenderable(aa - offset2, bb - offset2, 1, Color.Yellow);

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@@ -45,24 +45,21 @@ namespace OpenRA.Mods.Common.HitShapes
return new WDist(Math.Max(0, v.Length - Radius.Length));
}
public WDist DistanceFromEdge(WPos pos, Actor actor)
public WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation)
{
var actorPos = actor.CenterPosition;
if (pos.Z > origin.Z + VerticalTopOffset)
return DistanceFromEdge(pos - (origin + new WVec(0, 0, VerticalTopOffset)));
if (pos.Z > actorPos.Z + VerticalTopOffset)
return DistanceFromEdge(pos - (actorPos + new WVec(0, 0, VerticalTopOffset)));
if (pos.Z < origin.Z + VerticalBottomOffset)
return DistanceFromEdge(pos - (origin + new WVec(0, 0, VerticalBottomOffset)));
if (pos.Z < actorPos.Z + VerticalBottomOffset)
return DistanceFromEdge(pos - (actorPos + new WVec(0, 0, VerticalBottomOffset)));
return DistanceFromEdge(pos - new WPos(actorPos.X, actorPos.Y, pos.Z));
return DistanceFromEdge(pos - new WPos(origin.X, origin.Y, pos.Z));
}
IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, Actor actor)
IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, WPos origin, WRot orientation)
{
var actorPos = actor.CenterPosition;
yield return new CircleAnnotationRenderable(actorPos + new WVec(0, 0, VerticalTopOffset), Radius, 1, Color.Yellow);
yield return new CircleAnnotationRenderable(actorPos + new WVec(0, 0, VerticalBottomOffset), Radius, 1, Color.Yellow);
yield return new CircleAnnotationRenderable(origin + new WVec(0, 0, VerticalTopOffset), Radius, 1, Color.Yellow);
yield return new CircleAnnotationRenderable(origin + new WVec(0, 0, VerticalBottomOffset), Radius, 1, Color.Yellow);
}
}
}

View File

@@ -19,9 +19,9 @@ namespace OpenRA.Mods.Common.HitShapes
WDist OuterRadius { get; }
WDist DistanceFromEdge(WVec v);
WDist DistanceFromEdge(WPos pos, Actor actor);
WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation);
void Initialize();
IEnumerable<IRenderable> RenderDebugOverlay(WorldRenderer wr, Actor actor);
IEnumerable<IRenderable> RenderDebugOverlay(WorldRenderer wr, WPos origin, WRot orientation);
}
}

View File

@@ -99,25 +99,22 @@ namespace OpenRA.Mods.Common.HitShapes
return new WDist(Exts.ISqrt(min2 + z * z));
}
public WDist DistanceFromEdge(WPos pos, Actor actor)
public WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation)
{
var actorPos = actor.CenterPosition;
var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
orientation += WRot.FromYaw(LocalYaw);
if (pos.Z > actorPos.Z + VerticalTopOffset)
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
if (pos.Z > origin.Z + VerticalTopOffset)
return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
if (pos.Z < actorPos.Z + VerticalBottomOffset)
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
if (pos.Z < origin.Z + VerticalBottomOffset)
return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-orientation));
return DistanceFromEdge((pos - new WPos(origin.X, origin.Y, pos.Z)).Rotate(-orientation));
}
IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, Actor actor)
IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, WPos actorPos, WRot orientation)
{
var actorPos = actor.CenterPosition;
var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
orientation += WRot.FromYaw(LocalYaw);
var vertsTop = combatOverlayVertsTop.Select(v => actorPos + v.Rotate(orientation)).ToArray();
var vertsBottom = combatOverlayVertsBottom.Select(v => actorPos + v.Rotate(orientation)).ToArray();

View File

@@ -94,31 +94,29 @@ namespace OpenRA.Mods.Common.HitShapes
return new WDist(r.HorizontalLength);
}
public WDist DistanceFromEdge(WPos pos, Actor actor)
public WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation)
{
var actorPos = actor.CenterPosition;
var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
orientation += WRot.FromYaw(LocalYaw);
if (pos.Z > actorPos.Z + VerticalTopOffset)
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
if (pos.Z > origin.Z + VerticalTopOffset)
return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
if (pos.Z < actorPos.Z + VerticalBottomOffset)
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
if (pos.Z < origin.Z + VerticalBottomOffset)
return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-orientation));
return DistanceFromEdge((pos - new WPos(origin.X, origin.Y, pos.Z)).Rotate(-orientation));
}
IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, Actor actor)
IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, WPos origin, WRot orientation)
{
var actorPos = actor.CenterPosition;
var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
orientation += WRot.FromYaw(LocalYaw);
var vertsTop = combatOverlayVertsTop.Select(v => actorPos + v.Rotate(orientation)).ToArray();
var vertsBottom = combatOverlayVertsBottom.Select(v => actorPos + v.Rotate(orientation)).ToArray();
var vertsTop = combatOverlayVertsTop.Select(v => origin + v.Rotate(orientation)).ToArray();
var vertsBottom = combatOverlayVertsBottom.Select(v => origin + v.Rotate(orientation)).ToArray();
yield return new PolygonAnnotationRenderable(vertsTop, actorPos, 1, Color.Yellow);
yield return new PolygonAnnotationRenderable(vertsBottom, actorPos, 1, Color.Yellow);
yield return new CircleAnnotationRenderable(actorPos, OuterRadius, 1, Color.LimeGreen);
yield return new PolygonAnnotationRenderable(vertsTop, origin, 1, Color.Yellow);
yield return new PolygonAnnotationRenderable(vertsBottom, origin, 1, Color.Yellow);
yield return new CircleAnnotationRenderable(origin, OuterRadius, 1, Color.LimeGreen);
}
}
}

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@@ -295,7 +295,7 @@ namespace OpenRA.Mods.Common.Projectiles
// If the impact position is within any actor's HitShape, we have a direct hit
var activeShapes = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled);
if (activeShapes.Any(i => i.Info.Type.DistanceFromEdge(pos, victim).Length <= 0))
if (activeShapes.Any(i => i.DistanceFromEdge(victim, pos).Length <= 0))
return true;
}

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@@ -66,7 +66,7 @@ namespace OpenRA.Mods.Common.Traits
var activeShapes = shapes.Where(Exts.IsTraitEnabled);
foreach (var s in activeShapes)
foreach (var r in s.Info.Type.RenderDebugOverlay(wr, self))
foreach (var r in s.RenderDebugOverlay(self, wr))
yield return r;
var positions = Target.FromActor(self).Positions;

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@@ -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);
}
}
}

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@@ -87,7 +87,7 @@ namespace OpenRA.Mods.Common.Warheads
// If the impact position is within any HitShape, we have a direct hit
var activeShapes = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled);
var directHit = activeShapes.Any(i => i.Info.Type.DistanceFromEdge(pos, victim).Length <= 0);
var directHit = activeShapes.Any(i => i.DistanceFromEdge(victim, pos).Length <= 0);
// If the warhead landed outside the actor's hit-shape(s), we need to skip the rest so it won't be considered an invalidHit
if (!directHit)

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@@ -71,7 +71,7 @@ namespace OpenRA.Mods.Common.Warheads
return;
var closestActiveShape = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled)
.MinByOrDefault(t => t.Info.Type.DistanceFromEdge(victim.CenterPosition, victim));
.MinByOrDefault(t => t.DistanceFromEdge(victim, victim.CenterPosition));
// Cannot be damaged without an active HitShape
if (closestActiveShape == null)

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@@ -57,7 +57,7 @@ namespace OpenRA.Mods.Common.Warheads
var closestActiveShape = victim.TraitsImplementing<HitShape>()
.Where(Exts.IsTraitEnabled)
.Select(s => Pair.New(s, s.Info.Type.DistanceFromEdge(pos, victim)))
.Select(s => Pair.New(s, s.DistanceFromEdge(victim, pos)))
.MinByOrDefault(s => s.Second);
// Cannot be damaged without an active HitShape

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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Warheads
var closestActiveShape = victim.TraitsImplementing<HitShape>()
.Where(Exts.IsTraitEnabled)
.Select(s => Pair.New(s, s.Info.Type.DistanceFromEdge(pos, victim)))
.Select(s => Pair.New(s, s.DistanceFromEdge(victim, pos)))
.MinByOrDefault(s => s.Second);
// Cannot be damaged without an active HitShape or if HitShape is outside Spread