#region Copyright & License Information /* * Copyright 2007-2014 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.FileFormats; using OpenRA.Graphics; using OpenRA.Mods.RA.Buildings; using OpenRA.Mods.RA.Move; using OpenRA.Mods.RA.Render; using OpenRA.Traits; namespace OpenRA.Mods.RA { public class FirePort { public WVec Offset; public WAngle Yaw; public WAngle Cone; } public class AttackGarrisonedInfo : AttackFollowInfo, Requires { [Desc("Fire port offsets in local coordinates")] public readonly WRange[] PortOffsets = {}; [Desc("Fire port yaw angles")] public readonly WAngle[] PortYaws = {}; [Desc("Fire port yaw cone angle")] public readonly WAngle[] PortCones = {}; public override object Create(ActorInitializer init) { return new AttackGarrisoned(init.self, this); } } public class AttackGarrisoned : AttackFollow, INotifyPassengerEntered, INotifyPassengerExited, IRender { public readonly FirePort[] Ports; AttackGarrisonedInfo info; Lazy coords; List armaments; List muzzles; Dictionary paxFacing; Dictionary paxPos; Dictionary paxRender; public AttackGarrisoned(Actor self, AttackGarrisonedInfo info) : base(self, info) { this.info = info; coords = Exts.Lazy(() => self.Trait()); armaments = new List(); muzzles = new List(); paxFacing = new Dictionary(); paxPos = new Dictionary(); paxRender = new Dictionary(); GetArmaments = () => armaments; if (info.PortOffsets.Length % 3 != 0 || info.PortOffsets.Length == 0) throw new InvalidOperationException("PortOffsets array length must be a multiple of three"); if (info.PortYaws.Length * 3 != info.PortOffsets.Length) throw new InvalidOperationException("FireYaw must define an angle for each port"); if (info.PortCones.Length * 3 != info.PortOffsets.Length) throw new InvalidOperationException("PortCones must define an angle for each port"); var p = new List(); for (var i = 0; i < info.PortOffsets.Length / 3; i++) { p.Add(new FirePort { Offset = new WVec(info.PortOffsets[3*i], info.PortOffsets[3*i + 1], info.PortOffsets[3*i + 2]), Yaw = info.PortYaws[i], Cone = info.PortCones[i], }); } Ports = p.ToArray(); } public void PassengerEntered(Actor self, Actor passenger) { paxFacing.Add(passenger, passenger.Trait()); paxPos.Add(passenger, passenger.Trait()); paxRender.Add(passenger, passenger.Trait()); armaments = armaments.Append(passenger.TraitsImplementing() .Where(a => info.Armaments.Contains(a.Info.Name)) .ToArray()).ToList(); } public void PassengerExited(Actor self, Actor passenger) { paxFacing.Remove(passenger); paxPos.Remove(passenger); paxRender.Remove(passenger); armaments.RemoveAll(a => a.Actor == passenger); } FirePort SelectFirePort(Actor self, WAngle targetYaw) { // Pick a random port that faces the target var bodyYaw = facing.Value != null ? WAngle.FromFacing(facing.Value.Facing) : WAngle.Zero; var indices = Exts.MakeArray(Ports.Length, i => i).Shuffle(self.World.SharedRandom); foreach (var i in indices) { var yaw = bodyYaw + Ports[i].Yaw; var leftTurn = (yaw - targetYaw).Angle; var rightTurn = (targetYaw - yaw).Angle; if (Math.Min(leftTurn, rightTurn) <= Ports[i].Cone.Angle) return Ports[i]; } return null; } WVec PortOffset(Actor self, FirePort p) { var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation); return coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation)); } public override void DoAttack(Actor self, Target target) { if (!CanAttack(self, target)) return; var pos = self.CenterPosition; var targetYaw = WAngle.FromFacing(Traits.Util.GetFacing(target.CenterPosition - self.CenterPosition, 0)); foreach (var a in Armaments) { var port = SelectFirePort(self, targetYaw); if (port == null) return; var muzzleFacing = targetYaw.Angle / 4; paxFacing[a.Actor].Facing = muzzleFacing; paxPos[a.Actor].SetVisualPosition(a.Actor, pos + PortOffset(self, port)); var barrel = a.CheckFire(a.Actor, facing.Value, target); if (barrel != null && a.Info.MuzzleSequence != null) { // Muzzle facing is fixed once the firing starts var muzzleAnim = new Animation(paxRender[a.Actor].GetImage(a.Actor), () => muzzleFacing); var sequence = a.Info.MuzzleSequence; if (a.Info.MuzzleSplitFacings > 0) sequence += Traits.Util.QuantizeFacing(muzzleFacing, a.Info.MuzzleSplitFacings).ToString(); var muzzleFlash = new AnimationWithOffset(muzzleAnim, () => PortOffset(self, port), () => false, () => false, p => WithTurret.ZOffsetFromCenter(self, p, 1024)); muzzles.Add(muzzleFlash); muzzleAnim.PlayThen(sequence, () => muzzles.Remove(muzzleFlash)); } } } public IEnumerable Render(Actor self, WorldRenderer wr) { // Display muzzle flashes foreach (var m in muzzles) foreach (var r in m.Render(self, wr, wr.Palette("effect"), 1f)) yield return r; } public override void Tick(Actor self) { base.Tick(self); // Take a copy so that Tick() can remove animations foreach (var m in muzzles.ToList()) m.Animation.Tick(); } } }