Files
OpenRA/OpenRA.Mods.RA/Turreted.cs
Paul Chote 0167bbfbaa Move weapon/turret definitions out of AttackBase.
Weapons are now defined with the Armament trait
and turret parameters live in Turreted.
This has the side effect of allowing any number
and distribution of weapons and turrets.
2013-03-24 11:58:45 +13:00

105 lines
3.1 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Collections.Generic;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class TurretedInfo : ITraitInfo, UsesInit<TurretFacingInit>
{
public readonly string Turret = "primary";
public readonly int ROT = 255;
public readonly int InitialFacing = 128;
public readonly int[] Offset = {0,0};
public readonly bool AlignWhenIdle = false;
public virtual object Create(ActorInitializer init) { return new Turreted(init, this); }
}
public class Turreted : ITick, ISync, IResolveOrder
{
[Sync] public int turretFacing = 0;
public int? desiredFacing;
public TurretedInfo info;
protected Turret turret;
IFacing facing;
public static int GetInitialTurretFacing(ActorInitializer init, int def)
{
if (init.Contains<TurretFacingInit>())
return init.Get<TurretFacingInit,int>();
if (init.Contains<FacingInit>())
return init.Get<FacingInit,int>();
return def;
}
public Turreted(ActorInitializer init, TurretedInfo info)
{
this.info = info;
turretFacing = GetInitialTurretFacing(init, info.InitialFacing);
facing = init.self.TraitOrDefault<IFacing>();
turret = new Turret(info.Offset);
}
public virtual void Tick(Actor self)
{
var df = desiredFacing ?? ( facing != null ? facing.Facing : turretFacing );
turretFacing = Util.TickFacing(turretFacing, df, info.ROT);
}
public bool FaceTarget(Actor self, Target target)
{
desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turretFacing );
return turretFacing == desiredFacing;
}
public virtual void ResolveOrder(Actor self, Order order)
{
if (info.AlignWhenIdle && order.OrderString != "Attack" && order.OrderString != "AttackHold")
desiredFacing = null;
}
public PVecFloat PxPosition(Actor self, IFacing facing)
{
return turret.PxPosition(self, facing);
}
}
public class Turret
{
public PVecInt UnitSpacePosition; // where, in the unit's local space.
public PVecInt ScreenSpacePosition; // screen-space hack to make things line up good.
public Turret(int[] offset)
{
ScreenSpacePosition = (PVecInt) offset.AbsOffset().ToInt2();
UnitSpacePosition = (PVecInt) offset.RelOffset().ToInt2();
}
public PVecFloat PxPosition(Actor self, IFacing facing)
{
// Things that don't have a rotating base don't need the turrets repositioned
if (facing == null) return ScreenSpacePosition;
var ru = self.TraitOrDefault<RenderUnit>();
var numDirs = (ru != null) ? ru.anim.CurrentSequence.Facings : 8;
var bodyFacing = facing.Facing;
var quantizedFacing = Util.QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
return (PVecFloat)Util.RotateVectorByFacing(UnitSpacePosition.ToFloat2(), quantizedFacing, .7f)
+ (PVecFloat)ScreenSpacePosition.ToFloat2();
}
}
}