Files
OpenRA/OpenRA.Game/Traits/Util.cs
2010-03-18 13:33:43 +13:00

168 lines
5.3 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
namespace OpenRA.Traits
{
public static class Util
{
public static void TickFacing( ref int facing, int desiredFacing, int rot )
{
var leftTurn = ( facing - desiredFacing ) & 0xFF;
var rightTurn = ( desiredFacing - facing ) & 0xFF;
if( Math.Min( leftTurn, rightTurn ) < rot )
facing = desiredFacing & 0xFF;
else if( rightTurn < leftTurn )
facing = ( facing + rot ) & 0xFF;
else
facing = ( facing - rot ) & 0xFF;
}
static float2[] fvecs = Graphics.Util.MakeArray<float2>( 32,
i => -float2.FromAngle( i / 16.0f * (float)Math.PI ) * new float2( 1f, 1.3f ) );
public static int GetFacing( float2 d, int currentFacing )
{
if( float2.WithinEpsilon( d, float2.Zero, 0.001f ) )
return currentFacing;
int highest = -1;
float highestDot = -1.0f;
for( int i = 0 ; i < fvecs.Length ; i++ )
{
float dot = float2.Dot( fvecs[ i ], d );
if( dot > highestDot )
{
highestDot = dot;
highest = i;
}
}
return highest * 8;
}
public static int GetNearestFacing( int facing, int desiredFacing )
{
var turn = desiredFacing - facing;
if( turn > 128 )
turn -= 256;
if( turn < -128 )
turn += 256;
return facing + turn;
}
public static int QuantizeFacing(int facing, int numFrames)
{
var step = 256 / numFrames;
var a = (facing + step / 2) & 0xff;
return a / step;
}
static float2 RotateVectorByFacing(float2 v, int facing, float ecc)
{
var angle = (facing / 256f) * (2 * (float)Math.PI);
var sinAngle = (float)Math.Sin(angle);
var cosAngle = (float)Math.Cos(angle);
return new float2(
(cosAngle * v.X + sinAngle * v.Y),
ecc * (cosAngle * v.Y - sinAngle * v.X));
}
static float2 GetRecoil(Actor self, float recoil)
{
var abInfo = self.Info.Traits.GetOrDefault<AttackBaseInfo>();
if (abInfo == null || abInfo.Recoil == 0) return float2.Zero;
var rut = self.traits.GetOrDefault<RenderUnitTurreted>();
if (rut == null) return float2.Zero;
var facing = self.traits.Get<Turreted>().turretFacing;
var quantizedFacing = QuantizeFacing(facing, rut.anim.CurrentSequence.Facings) * (256 / rut.anim.CurrentSequence.Length);
return RotateVectorByFacing(new float2(0, recoil * self.Info.Traits.Get<AttackBaseInfo>().Recoil), quantizedFacing, .7f);
}
public static float2 CenterOfCell(int2 loc)
{
return new float2(12, 12) + Game.CellSize * (float2)loc;
}
public static float2 BetweenCells(int2 from, int2 to)
{
return 0.5f * (CenterOfCell(from) + CenterOfCell(to));
}
public static float2 GetTurretPosition(Actor self, Unit unit, int[] offset, float recoil)
{
if( unit == null ) return int2.Zero; /* things that don't have a rotating base don't need the turrets repositioned */
var ru = self.traits.GetOrDefault<RenderUnit>();
var numDirs = (ru != null) ? ru.anim.CurrentSequence.Facings : 8;
var bodyFacing = unit.Facing;
var quantizedFacing = QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
return (RotateVectorByFacing(offset.RelOffset(), quantizedFacing, .7f) + GetRecoil(self, recoil))
+ offset.AbsOffset();
}
public static float2 RelOffset(this int[] offset) { return new float2(offset[0], offset[1]); }
public static float2 AbsOffset(this int[] offset) { return new float2(offset.ElementAtOrDefault(2), offset.ElementAtOrDefault(3)); }
public static Renderable Centered(Actor self, Sprite s, float2 location)
{
var pal = self.Owner == null ? "player0" : self.Owner.Palette;
var loc = location - 0.5f * s.size;
return new Renderable(s, loc.Round(), pal);
}
public static float GetEffectiveSpeed(Actor self)
{
var unitInfo = self.Info.Traits.GetOrDefault<UnitInfo>();
if( unitInfo == null ) return 0f;
var modifier = self.traits
.WithInterface<ISpeedModifier>()
.Select(t => t.GetSpeedModifier())
.Product();
return unitInfo.Speed * modifier;
}
public static IActivity SequenceActivities(params IActivity[] acts)
{
return acts.Reverse().Aggregate(
(next, a) => { a.NextActivity = next; return a; });
}
public static float GetMaximumRange(Actor self)
{
return new[] { self.GetPrimaryWeapon(), self.GetSecondaryWeapon() }
.Where(w => w != null).Max(w => w.Range);
}
public static Color ArrayToColor(int[] x) { return Color.FromArgb(x[0], x[1], x[2]); }
}
}