Files
OpenRA/OpenRA.Mods.Common/Traits/Turreted.cs
2015-04-25 20:41:49 +01:00

119 lines
3.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class TurretedInfo : ITraitInfo, UsesInit<TurretFacingInit>, Requires<IBodyOrientationInfo>
{
public readonly string Turret = "primary";
[Desc("Rate of Turning")]
public readonly int ROT = 255;
public readonly int InitialFacing = 128;
[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;
public virtual object Create(ActorInitializer init) { return new Turreted(init, this); }
}
public class Turreted : ITick, ISync, INotifyCreated
{
readonly TurretedInfo info;
AttackTurreted attack;
IFacing facing;
IBodyOrientation body;
[Sync] public int QuantizedFacings = 0;
[Sync] public int TurretFacing = 0;
public int? DesiredFacing;
int realignTick = 0;
// 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 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);
}
public void Created(Actor self)
{
attack = self.TraitOrDefault<AttackTurreted>();
facing = self.TraitOrDefault<IFacing>();
body = self.Trait<IBodyOrientation>();
}
public virtual void Tick(Actor self)
{
if (attack != null && !attack.IsAttacking)
{
if (realignTick < info.RealignDelay)
realignTick++;
else if (info.RealignDelay > -1)
DesiredFacing = null;
}
else
realignTick = 0;
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.CenterPosition - self.CenterPosition, TurretFacing);
return TurretFacing == DesiredFacing;
}
// Turret offset in world-space
public WVec Position(Actor self)
{
var bodyOrientation = body.QuantizeOrientation(self, self.Orientation);
return body.LocalToWorld(Offset.Rotate(bodyOrientation));
}
// Orientation in unit-space
public WRot LocalOrientation(Actor self)
{
// Hack: turretFacing is relative to the world, so subtract the body yaw
var local = WRot.FromYaw(WAngle.FromFacing(TurretFacing) - self.Orientation.Yaw);
if (QuantizedFacings == 0)
return local;
// Quantize orientation to match a rendered sprite
// Implies no pitch or yaw
var facing = Util.QuantizeFacing(local.Yaw.Angle / 4, QuantizedFacings) * (256 / QuantizedFacings);
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
}
}
}