Files
OpenRA/OpenRA.Mods.Common/Traits/HitShape.cs
2022-05-28 00:35:10 -05:00

177 lines
5.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.HitShapes;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Shape of actor for targeting and damage calculations.")]
public class HitShapeInfo : ConditionalTraitInfo, Requires<BodyOrientationInfo>
{
[Desc("Name of turret this shape is linked to. Leave empty to link shape to body.")]
public readonly string Turret = null;
[Desc("Create a targetable position for each offset listed here (relative to CenterPosition).")]
public readonly WVec[] TargetableOffsets = { WVec.Zero };
[Desc("Create a targetable position at the center of each occupied cell. Stacks with TargetableOffsets.")]
public readonly bool UseTargetableCellsOffsets = false;
[Desc("Defines which Armor types apply when the actor receives damage to this HitShape.",
"If none specified, all armor types the actor has are valid.")]
public readonly BitSet<ArmorType> ArmorTypes = default(BitSet<ArmorType>);
[FieldLoader.LoadUsing(nameof(LoadShape))]
[Desc("Engine comes with support for `Circle`, `Capsule`, `Polygon` and `Rectangle`. Defaults to `Circle` when left empty.")]
public readonly IHitShape Type;
static object LoadShape(MiniYaml yaml)
{
IHitShape ret;
var shapeNode = yaml.Nodes.FirstOrDefault(n => n.Key == "Type");
var shape = shapeNode != null ? shapeNode.Value.Value : string.Empty;
if (!string.IsNullOrEmpty(shape))
{
try
{
ret = Game.CreateObject<IHitShape>(shape + "Shape");
FieldLoader.Load(ret, shapeNode.Value);
}
catch (YamlException e)
{
throw new YamlException($"HitShape {shape}: {e.Message}");
}
}
else
ret = new CircleShape();
ret.Initialize();
return ret;
}
public override object Create(ActorInitializer init) { return new HitShape(init.Self, this); }
}
public class HitShape : ConditionalTrait<HitShapeInfo>, ITargetablePositions
{
readonly BodyOrientation orientation;
ITargetableCells targetableCells;
Turreted turret;
((CPos Cell, SubCell SubCell)[] targetableCells,
WPos? selfCenterPosition,
WRot? selfOrientation,
WRot? turretLocalOrientation,
WVec? turretOffset) cacheInput;
WPos[] cachedTargetablePositions;
public HitShape(Actor self, HitShapeInfo info)
: base(info)
{
orientation = self.Trait<BodyOrientation>();
}
protected override void Created(Actor self)
{
targetableCells = self.TraitOrDefault<ITargetableCells>();
turret = self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == Info.Turret);
base.Created(self);
}
IEnumerable<WPos> ITargetablePositions.TargetablePositions(Actor self)
{
if (IsTraitDisabled)
return Enumerable.Empty<WPos>();
// Check for changes in inputs that affect the result of the TargetablePositions method.
// If the inputs have not changed we can cache and reuse the result for later calls.
// i.e. we are treating the method as a pure function.
var newCacheInput = (
Info.UseTargetableCellsOffsets ? targetableCells?.TargetableCells() : null,
Info.TargetableOffsets.Length > 0 ? self.CenterPosition : (WPos?)null,
Info.TargetableOffsets.Length > 0 ? self.Orientation : (WRot?)null,
Info.TargetableOffsets.Length > 0 ? turret?.LocalOrientation : null,
Info.TargetableOffsets.Length > 0 ? turret?.Offset : null);
if (cachedTargetablePositions == null ||
cacheInput != newCacheInput)
{
cachedTargetablePositions = TargetablePositions(self).ToArray();
cacheInput = newCacheInput;
}
return cachedTargetablePositions;
}
IEnumerable<WPos> TargetablePositions(Actor self)
{
if (Info.UseTargetableCellsOffsets && targetableCells != null)
foreach (var c in targetableCells.TargetableCells())
yield return self.World.Map.CenterOfCell(c.Cell);
foreach (var o in Info.TargetableOffsets)
{
var offset = CalculateTargetableOffset(self, o);
yield return self.CenterPosition + offset;
}
}
WVec CalculateTargetableOffset(Actor self, in WVec offset)
{
var localOffset = offset;
var quantizedBodyOrientation = orientation.QuantizeOrientation(self.Orientation);
if (turret != null)
{
localOffset = localOffset.Rotate(turret.LocalOrientation);
localOffset += turret.Offset;
}
return orientation.LocalToWorld(localOffset.Rotate(quantizedBodyOrientation));
}
public WDist DistanceFromEdge(Actor self, WPos pos)
{
var origin = turret != null ? self.CenterPosition + turret.Position(self) : self.CenterPosition;
var orientation = turret != null ? turret.WorldOrientation : self.Orientation;
return Info.Type.DistanceFromEdge(pos, origin, orientation);
}
public IEnumerable<IRenderable> RenderDebugAnnotations(Actor self)
{
var targetPosHLine = new WVec(0, 128, 0);
var targetPosVLine = new WVec(128, 0, 0);
var targetPosColor = IsTraitDisabled ? Color.Gainsboro : Color.Lime;
foreach (var p in TargetablePositions(self))
{
yield return new LineAnnotationRenderable(p - targetPosHLine, p + targetPosHLine, 1, targetPosColor);
yield return new LineAnnotationRenderable(p - targetPosVLine, p + targetPosVLine, 1, targetPosColor);
}
}
public IEnumerable<IRenderable> RenderDebugOverlay(Actor self, WorldRenderer wr)
{
var origin = turret != null ? self.CenterPosition + turret.Position(self) : self.CenterPosition;
var orientation = turret != null ? turret.WorldOrientation : self.Orientation;
return Info.Type.RenderDebugOverlay(this, wr, origin, orientation);
}
}
}