#region Copyright & License Information /* * Copyright 2007-2016 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Drawing; using System.Linq; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.HitShapes { public class RectangleShape : IHitShape { public WDist OuterRadius { get; private set; } [FieldLoader.Require] public readonly int2 TopLeft; [FieldLoader.Require] public readonly int2 BottomRight; [Desc("Defines the top offset relative to the actor's target point.")] public readonly int VerticalTopOffset = 0; [Desc("Defines the bottom offset relative to the actor's target point.")] public readonly int VerticalBottomOffset = 0; // This is just a temporary work-around until we have a customizable PolygonShape [Desc("Rotates shape by 90 degree relative to actor facing. Mostly required for buildings on isometric terrain.", "Mobile actors do NOT need this!")] public readonly bool RotateToIsometry = false; // This is just a temporary work-around until we have a customizable PolygonShape [Desc("Applies shape to every TargetablePosition instead of just CenterPosition.")] public readonly bool ApplyToAllTargetablePositions = false; int2 quadrantSize; int2 center; WVec[] combatOverlayVertsTop; WVec[] combatOverlayVertsBottom; public RectangleShape() { } public RectangleShape(int2 tl, int2 br) { TopLeft = tl; BottomRight = br; } public void Initialize() { if (TopLeft.X >= BottomRight.X || TopLeft.Y >= BottomRight.Y) throw new YamlException("TopLeft and BottomRight points are invalid."); if (VerticalTopOffset < VerticalBottomOffset) throw new YamlException("VerticalTopOffset must be equal to or higher than VerticalBottomOffset."); quadrantSize = (BottomRight - TopLeft) / 2; center = TopLeft + quadrantSize; OuterRadius = new WDist(Math.Max(TopLeft.Length, BottomRight.Length)); combatOverlayVertsTop = new WVec[] { new WVec(TopLeft.X, TopLeft.Y, VerticalTopOffset), new WVec(BottomRight.X, TopLeft.Y, VerticalTopOffset), new WVec(BottomRight.X, BottomRight.Y, VerticalTopOffset), new WVec(TopLeft.X, BottomRight.Y, VerticalTopOffset) }; combatOverlayVertsBottom = new WVec[] { new WVec(TopLeft.X, TopLeft.Y, VerticalBottomOffset), new WVec(BottomRight.X, TopLeft.Y, VerticalBottomOffset), new WVec(BottomRight.X, BottomRight.Y, VerticalBottomOffset), new WVec(TopLeft.X, BottomRight.Y, VerticalBottomOffset) }; } public WDist DistanceFromEdge(WVec v) { var r = new int2( Math.Max(Math.Abs(v.X - center.X) - quadrantSize.X, 0), Math.Max(Math.Abs(v.Y - center.Y) - quadrantSize.Y, 0)); return new WDist(r.Length); } public WDist DistanceFromEdge(WPos pos, Actor actor) { var actorPos = actor.CenterPosition; var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch, new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0))); var targetablePositions = actor.TraitsImplementing(); if (ApplyToAllTargetablePositions && targetablePositions.Any()) { var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor)); actorPos = positions.PositionClosestTo(pos); } if (pos.Z > actorPos.Z + VerticalTopOffset) return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation)); if (pos.Z < actorPos.Z + VerticalBottomOffset) return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation)); return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-orientation)); } public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor) { var actorPos = actor.CenterPosition; var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch, new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0))); var targetablePositions = actor.TraitsImplementing(); if (ApplyToAllTargetablePositions && targetablePositions.Any()) { var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor)); foreach (var pos in positions) { var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation))); var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation))); wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow); wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow); } } else { var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation))); var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation))); wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow); wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow); } } } }