324 lines
9.2 KiB
C#
324 lines
9.2 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2020 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.Mods.Common.Graphics;
|
|
using OpenRA.Primitives;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits
|
|
{
|
|
public class TurretedInfo : PausableConditionalTraitInfo, Requires<BodyOrientationInfo>, IActorPreviewInitInfo, IEditorActorOptions
|
|
{
|
|
public readonly string Turret = "primary";
|
|
|
|
[Desc("Speed at which the turret turns.")]
|
|
public readonly WAngle TurnSpeed = new WAngle(512);
|
|
|
|
public readonly WAngle InitialFacing = WAngle.Zero;
|
|
|
|
[Desc("Number of ticks before turret is realigned. (-1 turns off realignment)")]
|
|
public readonly int RealignDelay = 40;
|
|
|
|
[Desc("Muzzle position relative to turret or body. (forward, right, up) triples")]
|
|
public readonly WVec Offset = WVec.Zero;
|
|
|
|
[Desc("Display order for the turret facing slider in the map editor")]
|
|
public readonly int EditorTurretFacingDisplayOrder = 4;
|
|
|
|
IEnumerable<ActorInit> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
|
|
{
|
|
yield return new TurretFacingInit(this, InitialFacing);
|
|
}
|
|
|
|
IEnumerable<EditorActorOption> IEditorActorOptions.ActorOptions(ActorInfo ai, World world)
|
|
{
|
|
yield return new EditorActorSlider("Turret", EditorTurretFacingDisplayOrder, 0, 1023, 8,
|
|
actor =>
|
|
{
|
|
var init = actor.GetInitOrDefault<TurretFacingInit>(this);
|
|
if (init != null)
|
|
return init.Value.Angle;
|
|
|
|
return InitialFacing.Angle;
|
|
},
|
|
(actor, value) => actor.ReplaceInit(new TurretFacingInit(this, new WAngle((int)value)), this));
|
|
}
|
|
|
|
public static Func<WAngle> WorldFacingFromInit(IActorInitializer init, TraitInfo info, WAngle defaultFacing)
|
|
{
|
|
// (Dynamic)TurretFacingInit is specified relative to the actor body.
|
|
// We need to add the body facing to return an absolute world angle.
|
|
Func<WAngle> bodyFacing = null;
|
|
var facingInit = init.GetOrDefault<FacingInit>();
|
|
if (facingInit != null)
|
|
{
|
|
var facing = facingInit.Value;
|
|
bodyFacing = () => facing;
|
|
}
|
|
|
|
var turretFacingInit = init.GetOrDefault<TurretFacingInit>(info);
|
|
if (turretFacingInit != null)
|
|
{
|
|
var facing = turretFacingInit.Value;
|
|
return bodyFacing != null ? (Func<WAngle>)(() => bodyFacing() + facing) : () => facing;
|
|
}
|
|
|
|
var dynamicFacingInit = init.GetOrDefault<DynamicTurretFacingInit>(info);
|
|
if (dynamicFacingInit != null)
|
|
return bodyFacing != null ? () => bodyFacing() + dynamicFacingInit.Value() : dynamicFacingInit.Value;
|
|
|
|
return bodyFacing ?? (() => defaultFacing);
|
|
}
|
|
|
|
public Func<WAngle> WorldFacingFromInit(IActorInitializer init)
|
|
{
|
|
return WorldFacingFromInit(init, this, InitialFacing);
|
|
}
|
|
|
|
public Func<WAngle> LocalFacingFromInit(IActorInitializer init)
|
|
{
|
|
var turretFacingInit = init.GetOrDefault<TurretFacingInit>(this);
|
|
if (turretFacingInit != null)
|
|
{
|
|
var facing = turretFacingInit.Value;
|
|
return () => facing;
|
|
}
|
|
|
|
var dynamicFacingInit = init.GetOrDefault<DynamicTurretFacingInit>(this);
|
|
if (dynamicFacingInit != null)
|
|
return dynamicFacingInit.Value;
|
|
|
|
return () => InitialFacing;
|
|
}
|
|
|
|
// Turret offset in world-space
|
|
public Func<WVec> PreviewPosition(ActorPreviewInitializer init, Func<WRot> orientation)
|
|
{
|
|
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
|
|
return () => body.LocalToWorld(Offset.Rotate(orientation()));
|
|
}
|
|
|
|
// Orientation in world-space
|
|
public Func<WRot> PreviewOrientation(ActorPreviewInitializer init, Func<WRot> orientation, int facings)
|
|
{
|
|
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
|
|
var turretFacing = LocalFacingFromInit(init);
|
|
|
|
Func<WRot> world = () => WRot.FromYaw(turretFacing()).Rotate(orientation());
|
|
if (facings == 0)
|
|
return world;
|
|
|
|
// Quantize orientation to match a rendered sprite
|
|
// Implies no pitch or roll
|
|
return () => WRot.FromYaw(body.QuantizeFacing(world().Yaw, facings));
|
|
}
|
|
|
|
public override object Create(ActorInitializer init) { return new Turreted(init, this); }
|
|
}
|
|
|
|
public class Turreted : PausableConditionalTrait<TurretedInfo>, ITick, IDeathActorInitModifier, IActorPreviewInitModifier
|
|
{
|
|
AttackTurreted attack;
|
|
IFacing facing;
|
|
BodyOrientation body;
|
|
|
|
[Sync]
|
|
public int QuantizedFacings = 0;
|
|
|
|
WVec desiredDirection;
|
|
int realignTick = 0;
|
|
bool realignDesired;
|
|
|
|
public WRot WorldOrientation
|
|
{
|
|
get
|
|
{
|
|
var world = facing != null ? LocalOrientation.Rotate(facing.Orientation) : LocalOrientation;
|
|
if (QuantizedFacings == 0)
|
|
return world;
|
|
|
|
// Quantize orientation to match a rendered sprite
|
|
// Implies no pitch or roll
|
|
return WRot.FromYaw(body.QuantizeFacing(world.Yaw, QuantizedFacings));
|
|
}
|
|
}
|
|
|
|
public WRot LocalOrientation { get; private set; }
|
|
|
|
// For subclasses that want to move the turret relative to the body
|
|
protected WVec localOffset = WVec.Zero;
|
|
|
|
public WVec Offset { get { return Info.Offset + localOffset; } }
|
|
public string Name { get { return Info.Turret; } }
|
|
|
|
public Turreted(ActorInitializer init, TurretedInfo info)
|
|
: base(info)
|
|
{
|
|
LocalOrientation = WRot.FromYaw(info.LocalFacingFromInit(init)());
|
|
}
|
|
|
|
protected override void Created(Actor self)
|
|
{
|
|
base.Created(self);
|
|
attack = self.TraitsImplementing<AttackTurreted>().SingleOrDefault(at => ((AttackTurretedInfo)at.Info).Turrets.Contains(Info.Turret));
|
|
facing = self.TraitOrDefault<IFacing>();
|
|
body = self.Trait<BodyOrientation>();
|
|
}
|
|
|
|
void ITick.Tick(Actor self)
|
|
{
|
|
Tick(self);
|
|
}
|
|
|
|
protected virtual void Tick(Actor self)
|
|
{
|
|
if (IsTraitDisabled)
|
|
return;
|
|
|
|
// NOTE: FaceTarget is called in AttackTurreted.CanAttack if the turret has a target.
|
|
if (attack != null)
|
|
{
|
|
// Only realign while not attacking anything
|
|
if (attack.IsAiming)
|
|
{
|
|
realignTick = 0;
|
|
return;
|
|
}
|
|
|
|
if (realignTick < Info.RealignDelay)
|
|
realignTick++;
|
|
else if (Info.RealignDelay > -1)
|
|
{
|
|
realignDesired = true;
|
|
desiredDirection = WVec.Zero;
|
|
}
|
|
|
|
MoveTurret();
|
|
}
|
|
else
|
|
{
|
|
realignTick = 0;
|
|
MoveTurret();
|
|
}
|
|
}
|
|
|
|
WAngle DesiredLocalFacing
|
|
{
|
|
get
|
|
{
|
|
// A zero value means that we have a target, but it is on top of us
|
|
if (desiredDirection == WVec.Zero)
|
|
return LocalOrientation.Yaw;
|
|
|
|
if (facing == null)
|
|
return desiredDirection.Yaw;
|
|
|
|
// PERF: If the turret rotation axis is vertical we can directly take the difference in facing/yaw
|
|
var orientation = facing.Orientation;
|
|
if (orientation.Pitch == WAngle.Zero && orientation.Roll == WAngle.Zero)
|
|
return desiredDirection.Yaw - orientation.Yaw;
|
|
|
|
// If the turret rotation axis is not vertical we must transform the
|
|
// target direction into the turrets local coordinate system
|
|
return desiredDirection.Rotate(-orientation).Yaw;
|
|
}
|
|
}
|
|
|
|
void MoveTurret()
|
|
{
|
|
var desired = realignDesired ? Info.InitialFacing : DesiredLocalFacing;
|
|
if (desired == LocalOrientation.Yaw)
|
|
return;
|
|
|
|
LocalOrientation = LocalOrientation.WithYaw(Util.TickFacing(LocalOrientation.Yaw, desired, Info.TurnSpeed));
|
|
|
|
if (desired == LocalOrientation.Yaw)
|
|
{
|
|
realignDesired = false;
|
|
desiredDirection = WVec.Zero;
|
|
}
|
|
}
|
|
|
|
public bool FaceTarget(Actor self, in Target target)
|
|
{
|
|
if (IsTraitDisabled || IsTraitPaused || attack == null || attack.IsTraitDisabled || attack.IsTraitPaused)
|
|
return false;
|
|
|
|
if (target.Type == TargetType.Invalid)
|
|
{
|
|
desiredDirection = WVec.Zero;
|
|
return false;
|
|
}
|
|
|
|
var turretPos = self.CenterPosition + Position(self);
|
|
var targetPos = attack.GetTargetPosition(turretPos, target);
|
|
desiredDirection = targetPos - turretPos;
|
|
realignDesired = false;
|
|
|
|
MoveTurret();
|
|
return HasAchievedDesiredFacing;
|
|
}
|
|
|
|
public virtual bool HasAchievedDesiredFacing
|
|
{
|
|
get
|
|
{
|
|
var desired = realignDesired ? Info.InitialFacing : DesiredLocalFacing;
|
|
return desired == LocalOrientation.Yaw;
|
|
}
|
|
}
|
|
|
|
// Turret offset in world-space
|
|
public WVec Position(Actor self)
|
|
{
|
|
var bodyOrientation = body.QuantizeOrientation(self, self.Orientation);
|
|
return body.LocalToWorld(Offset.Rotate(bodyOrientation));
|
|
}
|
|
|
|
public void ModifyDeathActorInit(Actor self, TypeDictionary init)
|
|
{
|
|
init.Add(new TurretFacingInit(Info, LocalOrientation.Yaw));
|
|
}
|
|
|
|
void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
|
|
{
|
|
inits.Add(new DynamicTurretFacingInit(Info, () => LocalOrientation.Yaw));
|
|
}
|
|
|
|
protected override void TraitDisabled(Actor self)
|
|
{
|
|
if (attack != null && attack.IsAiming)
|
|
attack.OnStopOrder(self);
|
|
}
|
|
}
|
|
|
|
public class TurretFacingInit : ValueActorInit<WAngle>
|
|
{
|
|
public TurretFacingInit(TraitInfo info, WAngle value)
|
|
: base(info, value) { }
|
|
|
|
public TurretFacingInit(string instanceName, WAngle value)
|
|
: base(instanceName, value) { }
|
|
|
|
public TurretFacingInit(WAngle value)
|
|
: base(value) { }
|
|
}
|
|
|
|
public class DynamicTurretFacingInit : ValueActorInit<Func<WAngle>>
|
|
{
|
|
public DynamicTurretFacingInit(TraitInfo info, Func<WAngle> value)
|
|
: base(info, value) { }
|
|
}
|
|
}
|