Add option to apply Rectangle HitShape to all TargetablePositions
This allows to simulate a footprint-shaped HitShape until we have a proper Polygon HitShape.
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@@ -38,6 +38,10 @@ namespace OpenRA.Mods.Common.HitShapes
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"Mobile actors do NOT need this!")]
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"Mobile actors do NOT need this!")]
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public readonly bool RotateToIsometry = false;
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public readonly bool RotateToIsometry = false;
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// This is just a temporary work-around until we have a customizable PolygonShape
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[Desc("Applies shape to every TargetablePosition instead of just CenterPosition.")]
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public readonly bool ApplyToAllTargetablePositions = false;
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int2 quadrantSize;
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int2 quadrantSize;
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int2 center;
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int2 center;
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@@ -97,6 +101,13 @@ namespace OpenRA.Mods.Common.HitShapes
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var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
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var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
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new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
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new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
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var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
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if (ApplyToAllTargetablePositions && targetablePositions.Any())
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{
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var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
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actorPos = positions.PositionClosestTo(pos);
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}
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if (pos.Z > actorPos.Z + VerticalTopOffset)
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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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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
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@@ -112,10 +123,25 @@ namespace OpenRA.Mods.Common.HitShapes
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var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
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var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
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new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
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new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
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var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
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var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
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var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
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if (ApplyToAllTargetablePositions && targetablePositions.Any())
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wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
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{
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wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
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var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
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foreach (var pos in positions)
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{
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var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(pos + v.Rotate(orientation)));
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var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(pos + v.Rotate(orientation)));
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wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
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wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
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}
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}
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else
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{
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var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
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var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
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wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
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wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
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}
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}
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}
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}
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}
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}
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}
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