Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithVoxelBarrel.cs
2018-01-17 00:47:34 +01:00

122 lines
4.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
public class WithVoxelBarrelInfo : ConditionalTraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>, Requires<ArmamentInfo>, Requires<TurretedInfo>
{
[Desc("Voxel sequence name to use")]
public readonly string Sequence = "barrel";
[Desc("Armament to use for recoil")]
public readonly string Armament = "primary";
[Desc("Visual offset")]
public readonly WVec LocalOffset = WVec.Zero;
[Desc("Rotate the barrel relative to the body")]
public readonly WRot LocalOrientation = WRot.Zero;
[Desc("Defines if the Voxel should have a shadow.")]
public readonly bool ShowShadow = true;
public override object Create(ActorInitializer init) { return new WithVoxelBarrel(init.Self, this); }
public IEnumerable<ModelAnimation> RenderPreviewVoxels(
ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, Func<WRot> orientation, int facings, PaletteReference p)
{
if (!EnabledByDefault)
yield break;
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
var armament = init.Actor.TraitInfos<ArmamentInfo>()
.First(a => a.Name == Armament);
var t = init.Actor.TraitInfos<TurretedInfo>()
.First(tt => tt.Turret == armament.Turret);
var model = init.World.ModelCache.GetModelSequence(image, Sequence);
var turretFacing = Turreted.TurretFacingFromInit(init, t.InitialFacing, t.Turret);
Func<WRot> turretOrientation = () => body.QuantizeOrientation(WRot.FromYaw(WAngle.FromFacing(turretFacing()) - orientation().Yaw), facings);
Func<WRot> quantizedTurret = () => body.QuantizeOrientation(turretOrientation(), facings);
Func<WRot> quantizedBody = () => body.QuantizeOrientation(orientation(), facings);
Func<WVec> barrelOffset = () => body.LocalToWorld((t.Offset + LocalOffset.Rotate(quantizedTurret())).Rotate(quantizedBody()));
yield return new ModelAnimation(model, barrelOffset, () => new[] { turretOrientation(), orientation() },
() => false, () => 0, ShowShadow);
}
}
public class WithVoxelBarrel : ConditionalTrait<WithVoxelBarrelInfo>, INotifyBuildComplete, INotifySold, INotifyTransform
{
readonly Actor self;
readonly Armament armament;
readonly Turreted turreted;
readonly BodyOrientation body;
// TODO: This should go away once https://github.com/OpenRA/OpenRA/issues/7035 is implemented
bool buildComplete;
public WithVoxelBarrel(Actor self, WithVoxelBarrelInfo info)
: base(info)
{
this.self = self;
body = self.Trait<BodyOrientation>();
armament = self.TraitsImplementing<Armament>()
.First(a => a.Info.Name == Info.Armament);
turreted = self.TraitsImplementing<Turreted>()
.First(tt => tt.Name == armament.Info.Turret);
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
var rv = self.Trait<RenderVoxels>();
rv.Add(new ModelAnimation(self.World.ModelCache.GetModelSequence(rv.Image, Info.Sequence),
BarrelOffset, BarrelRotation,
() => IsTraitDisabled || !buildComplete, () => 0, info.ShowShadow));
}
WVec BarrelOffset()
{
var b = self.Orientation;
var qb = body.QuantizeOrientation(self, b);
var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
var turretLocalOffset = turreted != null ? turreted.Offset : WVec.Zero;
var turretOrientation = turreted != null ? turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw) : WRot.Zero;
return body.LocalToWorld((turretLocalOffset + localOffset.Rotate(turretOrientation)).Rotate(qb));
}
IEnumerable<WRot> BarrelRotation()
{
var b = self.Orientation;
var qb = body.QuantizeOrientation(self, b);
yield return Info.LocalOrientation;
yield return turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw);
yield return qb;
}
void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; }
void INotifySold.Selling(Actor self) { buildComplete = false; }
void INotifySold.Sold(Actor self) { }
void INotifyTransform.BeforeTransform(Actor self) { buildComplete = false; }
void INotifyTransform.OnTransform(Actor self) { }
void INotifyTransform.AfterTransform(Actor toActor) { }
}
}