Add turret-linking support to HitShape
Allows to link a HitShape to the position and facing of a turret.
This commit is contained in:
@@ -81,27 +81,23 @@ namespace OpenRA.Mods.Common.HitShapes
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return new WDist(Math.Max(0, distance - Radius.Length));
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}
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public WDist DistanceFromEdge(WPos pos, Actor actor)
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public WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation)
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{
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var actorPos = actor.CenterPosition;
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if (pos.Z > origin.Z + VerticalTopOffset)
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return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
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if (pos.Z > actorPos.Z + VerticalTopOffset)
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-actor.Orientation));
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if (pos.Z < origin.Z + VerticalBottomOffset)
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return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
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if (pos.Z < actorPos.Z + VerticalBottomOffset)
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-actor.Orientation));
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return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-actor.Orientation));
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return DistanceFromEdge((pos - new WPos(origin.X, origin.Y, pos.Z)).Rotate(-orientation));
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}
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IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, Actor actor)
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IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, WPos origin, WRot orientation)
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{
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var actorPos = actor.CenterPosition;
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var a = actorPos + new WVec(PointA.X, PointA.Y, VerticalTopOffset).Rotate(actor.Orientation);
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var b = actorPos + new WVec(PointB.X, PointB.Y, VerticalTopOffset).Rotate(actor.Orientation);
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var aa = actorPos + new WVec(PointA.X, PointA.Y, VerticalBottomOffset).Rotate(actor.Orientation);
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var bb = actorPos + new WVec(PointB.X, PointB.Y, VerticalBottomOffset).Rotate(actor.Orientation);
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var a = origin + new WVec(PointA.X, PointA.Y, VerticalTopOffset).Rotate(orientation);
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var b = origin + new WVec(PointB.X, PointB.Y, VerticalTopOffset).Rotate(orientation);
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var aa = origin + new WVec(PointA.X, PointA.Y, VerticalBottomOffset).Rotate(orientation);
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var bb = origin + new WVec(PointB.X, PointB.Y, VerticalBottomOffset).Rotate(orientation);
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var offset1 = new WVec(a.Y - b.Y, b.X - a.X, 0);
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offset1 = offset1 * Radius.Length / offset1.Length;
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@@ -112,7 +108,7 @@ namespace OpenRA.Mods.Common.HitShapes
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yield return new CircleAnnotationRenderable(b, Radius, 1, Color.Yellow);
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yield return new CircleAnnotationRenderable(aa, Radius, 1, Color.Yellow);
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yield return new CircleAnnotationRenderable(bb, Radius, 1, Color.Yellow);
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yield return new CircleAnnotationRenderable(actorPos, OuterRadius, 1, Color.LimeGreen);
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yield return new CircleAnnotationRenderable(origin, OuterRadius, 1, Color.LimeGreen);
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yield return new LineAnnotationRenderable(a - offset1, b - offset1, 1, Color.Yellow);
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yield return new LineAnnotationRenderable(a + offset1, b + offset1, 1, Color.Yellow);
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yield return new LineAnnotationRenderable(aa - offset2, bb - offset2, 1, Color.Yellow);
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@@ -45,24 +45,21 @@ namespace OpenRA.Mods.Common.HitShapes
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return new WDist(Math.Max(0, v.Length - Radius.Length));
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}
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public WDist DistanceFromEdge(WPos pos, Actor actor)
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public WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation)
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{
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var actorPos = actor.CenterPosition;
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if (pos.Z > origin.Z + VerticalTopOffset)
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return DistanceFromEdge(pos - (origin + new WVec(0, 0, VerticalTopOffset)));
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if (pos.Z > actorPos.Z + VerticalTopOffset)
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return DistanceFromEdge(pos - (actorPos + new WVec(0, 0, VerticalTopOffset)));
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if (pos.Z < origin.Z + VerticalBottomOffset)
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return DistanceFromEdge(pos - (origin + new WVec(0, 0, VerticalBottomOffset)));
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if (pos.Z < actorPos.Z + VerticalBottomOffset)
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return DistanceFromEdge(pos - (actorPos + new WVec(0, 0, VerticalBottomOffset)));
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return DistanceFromEdge(pos - new WPos(actorPos.X, actorPos.Y, pos.Z));
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return DistanceFromEdge(pos - new WPos(origin.X, origin.Y, pos.Z));
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}
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IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, Actor actor)
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IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, WPos origin, WRot orientation)
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{
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var actorPos = actor.CenterPosition;
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yield return new CircleAnnotationRenderable(actorPos + new WVec(0, 0, VerticalTopOffset), Radius, 1, Color.Yellow);
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yield return new CircleAnnotationRenderable(actorPos + new WVec(0, 0, VerticalBottomOffset), Radius, 1, Color.Yellow);
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yield return new CircleAnnotationRenderable(origin + new WVec(0, 0, VerticalTopOffset), Radius, 1, Color.Yellow);
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yield return new CircleAnnotationRenderable(origin + new WVec(0, 0, VerticalBottomOffset), Radius, 1, Color.Yellow);
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}
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}
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}
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@@ -19,9 +19,9 @@ namespace OpenRA.Mods.Common.HitShapes
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WDist OuterRadius { get; }
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WDist DistanceFromEdge(WVec v);
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WDist DistanceFromEdge(WPos pos, Actor actor);
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WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation);
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void Initialize();
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IEnumerable<IRenderable> RenderDebugOverlay(WorldRenderer wr, Actor actor);
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IEnumerable<IRenderable> RenderDebugOverlay(WorldRenderer wr, WPos origin, WRot orientation);
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}
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}
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@@ -99,25 +99,22 @@ namespace OpenRA.Mods.Common.HitShapes
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return new WDist(Exts.ISqrt(min2 + z * z));
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}
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public WDist DistanceFromEdge(WPos pos, Actor actor)
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public WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation)
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{
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var actorPos = actor.CenterPosition;
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var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
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orientation += WRot.FromYaw(LocalYaw);
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if (pos.Z > actorPos.Z + VerticalTopOffset)
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
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if (pos.Z > origin.Z + VerticalTopOffset)
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return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
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if (pos.Z < actorPos.Z + VerticalBottomOffset)
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
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if (pos.Z < origin.Z + VerticalBottomOffset)
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return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
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return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-orientation));
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return DistanceFromEdge((pos - new WPos(origin.X, origin.Y, pos.Z)).Rotate(-orientation));
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}
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IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, Actor actor)
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IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, WPos actorPos, WRot orientation)
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{
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var actorPos = actor.CenterPosition;
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var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
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orientation += WRot.FromYaw(LocalYaw);
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var vertsTop = combatOverlayVertsTop.Select(v => actorPos + v.Rotate(orientation)).ToArray();
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var vertsBottom = combatOverlayVertsBottom.Select(v => actorPos + v.Rotate(orientation)).ToArray();
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@@ -94,31 +94,29 @@ namespace OpenRA.Mods.Common.HitShapes
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return new WDist(r.HorizontalLength);
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}
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public WDist DistanceFromEdge(WPos pos, Actor actor)
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public WDist DistanceFromEdge(WPos pos, WPos origin, WRot orientation)
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{
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var actorPos = actor.CenterPosition;
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var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
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orientation += WRot.FromYaw(LocalYaw);
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if (pos.Z > actorPos.Z + VerticalTopOffset)
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
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if (pos.Z > origin.Z + VerticalTopOffset)
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return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
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if (pos.Z < actorPos.Z + VerticalBottomOffset)
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
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if (pos.Z < origin.Z + VerticalBottomOffset)
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return DistanceFromEdge((pos - (origin + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
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return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-orientation));
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return DistanceFromEdge((pos - new WPos(origin.X, origin.Y, pos.Z)).Rotate(-orientation));
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}
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IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, Actor actor)
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IEnumerable<IRenderable> IHitShape.RenderDebugOverlay(WorldRenderer wr, WPos origin, WRot orientation)
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{
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var actorPos = actor.CenterPosition;
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var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
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orientation += WRot.FromYaw(LocalYaw);
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var vertsTop = combatOverlayVertsTop.Select(v => actorPos + v.Rotate(orientation)).ToArray();
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var vertsBottom = combatOverlayVertsBottom.Select(v => actorPos + v.Rotate(orientation)).ToArray();
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var vertsTop = combatOverlayVertsTop.Select(v => origin + v.Rotate(orientation)).ToArray();
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var vertsBottom = combatOverlayVertsBottom.Select(v => origin + v.Rotate(orientation)).ToArray();
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yield return new PolygonAnnotationRenderable(vertsTop, actorPos, 1, Color.Yellow);
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yield return new PolygonAnnotationRenderable(vertsBottom, actorPos, 1, Color.Yellow);
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yield return new CircleAnnotationRenderable(actorPos, OuterRadius, 1, Color.LimeGreen);
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yield return new PolygonAnnotationRenderable(vertsTop, origin, 1, Color.Yellow);
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yield return new PolygonAnnotationRenderable(vertsBottom, origin, 1, Color.Yellow);
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yield return new CircleAnnotationRenderable(origin, OuterRadius, 1, Color.LimeGreen);
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}
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}
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}
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@@ -295,7 +295,7 @@ namespace OpenRA.Mods.Common.Projectiles
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// If the impact position is within any actor's HitShape, we have a direct hit
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var activeShapes = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled);
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if (activeShapes.Any(i => i.Info.Type.DistanceFromEdge(pos, victim).Length <= 0))
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if (activeShapes.Any(i => i.DistanceFromEdge(victim, pos).Length <= 0))
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return true;
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}
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@@ -66,7 +66,7 @@ namespace OpenRA.Mods.Common.Traits
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var activeShapes = shapes.Where(Exts.IsTraitEnabled);
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foreach (var s in activeShapes)
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foreach (var r in s.Info.Type.RenderDebugOverlay(wr, self))
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foreach (var r in s.RenderDebugOverlay(self, wr))
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yield return r;
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var positions = Target.FromActor(self).Positions;
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@@ -11,6 +11,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.HitShapes;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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@@ -20,6 +21,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Shape of actor for targeting and damage calculations.")]
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public class HitShapeInfo : ConditionalTraitInfo, Requires<BodyOrientationInfo>
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{
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[Desc("Name of turret this shape is linked to. Leave empty to link shape to body.")]
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public readonly string Turret = null;
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[Desc("Create a targetable position for each offset listed here (relative to CenterPosition).")]
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public readonly WVec[] TargetableOffsets = { WVec.Zero };
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@@ -66,6 +70,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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BodyOrientation orientation;
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ITargetableCells targetableCells;
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Turreted turret;
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public HitShape(Actor self, HitShapeInfo info)
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: base(info) { }
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@@ -74,6 +79,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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orientation = self.Trait<BodyOrientation>();
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targetableCells = self.TraitOrDefault<ITargetableCells>();
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turret = self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == Info.Turret);
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base.Created(self);
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}
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@@ -91,9 +97,53 @@ namespace OpenRA.Mods.Common.Traits
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foreach (var o in Info.TargetableOffsets)
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{
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var offset = orientation.LocalToWorld(o.Rotate(orientation.QuantizeOrientation(self, self.Orientation)));
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var offset = CalculateTargetableOffset(self, o);
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yield return self.CenterPosition + offset;
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}
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}
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WVec CalculateTargetableOffset(Actor self, WVec offset)
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{
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var localOffset = offset;
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var quantizedBodyOrientation = orientation.QuantizeOrientation(self, self.Orientation);
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if (turret != null)
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{
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// WorldOrientation is quantized to satisfy the *Fudges.
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// Need to then convert back to a pseudo-local coordinate space, apply offsets,
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// then rotate back at the end
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var turretOrientation = turret.WorldOrientation(self) - quantizedBodyOrientation;
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localOffset = localOffset.Rotate(turretOrientation);
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localOffset += turret.Offset;
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}
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return orientation.LocalToWorld(localOffset.Rotate(quantizedBodyOrientation));
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}
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public WDist DistanceFromEdge(Actor self, WPos pos)
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{
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var origin = self.CenterPosition;
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var orientation = self.Orientation;
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if (turret != null)
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{
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origin += turret.Position(self);
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orientation = turret.WorldOrientation(self);
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}
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return Info.Type.DistanceFromEdge(pos, origin, orientation);
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}
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public IEnumerable<IRenderable> RenderDebugOverlay(Actor self, WorldRenderer wr)
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{
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var origin = self.CenterPosition;
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var orientation = self.Orientation;
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if (turret != null)
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{
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origin += turret.Position(self);
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orientation = turret.WorldOrientation(self);
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}
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return Info.Type.RenderDebugOverlay(wr, origin, orientation);
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}
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}
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}
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@@ -87,7 +87,7 @@ namespace OpenRA.Mods.Common.Warheads
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// If the impact position is within any HitShape, we have a direct hit
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var activeShapes = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled);
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var directHit = activeShapes.Any(i => i.Info.Type.DistanceFromEdge(pos, victim).Length <= 0);
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var directHit = activeShapes.Any(i => i.DistanceFromEdge(victim, pos).Length <= 0);
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// 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
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if (!directHit)
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@@ -71,7 +71,7 @@ namespace OpenRA.Mods.Common.Warheads
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return;
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var closestActiveShape = victim.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled)
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.MinByOrDefault(t => t.Info.Type.DistanceFromEdge(victim.CenterPosition, victim));
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.MinByOrDefault(t => t.DistanceFromEdge(victim, victim.CenterPosition));
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// Cannot be damaged without an active HitShape
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if (closestActiveShape == null)
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@@ -57,7 +57,7 @@ namespace OpenRA.Mods.Common.Warheads
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var closestActiveShape = victim.TraitsImplementing<HitShape>()
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.Where(Exts.IsTraitEnabled)
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.Select(s => Pair.New(s, s.Info.Type.DistanceFromEdge(pos, victim)))
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.Select(s => Pair.New(s, s.DistanceFromEdge(victim, pos)))
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.MinByOrDefault(s => s.Second);
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// Cannot be damaged without an active HitShape
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Warheads
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var closestActiveShape = victim.TraitsImplementing<HitShape>()
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.Where(Exts.IsTraitEnabled)
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.Select(s => Pair.New(s, s.Info.Type.DistanceFromEdge(pos, victim)))
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.Select(s => Pair.New(s, s.DistanceFromEdge(victim, pos)))
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.MinByOrDefault(s => s.Second);
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// Cannot be damaged without an active HitShape or if HitShape is outside Spread
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