158 lines
5.1 KiB
C#
Executable File
158 lines
5.1 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Drawing;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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namespace OpenRA.Traits
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{
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public static class Util
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{
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public static void TickFacing( ref int facing, int desiredFacing, int rot )
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{
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var leftTurn = ( facing - desiredFacing ) & 0xFF;
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var rightTurn = ( desiredFacing - facing ) & 0xFF;
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if( Math.Min( leftTurn, rightTurn ) < rot )
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facing = desiredFacing & 0xFF;
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else if( rightTurn < leftTurn )
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facing = ( facing + rot ) & 0xFF;
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else
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facing = ( facing - rot ) & 0xFF;
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}
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static float2[] fvecs = Graphics.Util.MakeArray<float2>( 32,
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i => -float2.FromAngle( i / 16.0f * (float)Math.PI ) * new float2( 1f, 1.3f ) );
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public static int GetFacing( float2 d, int currentFacing )
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{
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if( float2.WithinEpsilon( d, float2.Zero, 0.001f ) )
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return currentFacing;
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int highest = -1;
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float highestDot = -1.0f;
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for( int i = 0 ; i < fvecs.Length ; i++ )
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{
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float dot = float2.Dot( fvecs[ i ], d );
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if( dot > highestDot )
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{
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highestDot = dot;
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highest = i;
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}
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}
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return highest * 8;
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}
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public static int GetNearestFacing( int facing, int desiredFacing )
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{
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var turn = desiredFacing - facing;
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if( turn > 128 )
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turn -= 256;
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if( turn < -128 )
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turn += 256;
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return facing + turn;
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}
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public static int QuantizeFacing(int facing, int numFrames)
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{
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var step = 256 / numFrames;
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var a = (facing + step / 2) & 0xff;
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return a / step;
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}
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static float2 RotateVectorByFacing(float2 v, int facing, float ecc)
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{
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var angle = (facing / 256f) * (2 * (float)Math.PI);
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var sinAngle = (float)Math.Sin(angle);
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var cosAngle = (float)Math.Cos(angle);
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return new float2(
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(cosAngle * v.X + sinAngle * v.Y),
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ecc * (cosAngle * v.Y - sinAngle * v.X));
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}
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static float2 GetRecoil(Actor self, float recoil)
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{
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var abInfo = self.Info.Traits.GetOrDefault<AttackBaseInfo>();
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if (abInfo == null || abInfo.Recoil == 0) return float2.Zero;
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var rut = self.traits.GetOrDefault<RenderUnitTurreted>();
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if (rut == null) return float2.Zero;
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var facing = self.traits.Get<Turreted>().turretFacing;
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return RotateVectorByFacing(new float2(0, recoil * self.Info.Traits.Get<AttackBaseInfo>().Recoil), facing, .7f);
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}
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public static float2 CenterOfCell(int2 loc)
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{
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return new float2(12, 12) + Game.CellSize * (float2)loc;
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}
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public static float2 BetweenCells(int2 from, int2 to)
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{
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return 0.5f * (CenterOfCell(from) + CenterOfCell(to));
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}
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public static float2 GetTurretPosition(Actor self, Unit unit, int[] offset, float recoil)
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{
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if( unit == null ) return offset.AbsOffset(); /* things that don't have a rotating base don't need the turrets repositioned */
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var ru = self.traits.GetOrDefault<RenderUnit>();
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var numDirs = (ru != null) ? ru.anim.CurrentSequence.Facings : 8;
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var bodyFacing = unit.Facing;
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var quantizedFacing = QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
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return (RotateVectorByFacing(offset.RelOffset(), quantizedFacing, .7f) + GetRecoil(self, recoil))
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+ offset.AbsOffset();
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}
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public static int2 AsInt2(this int[] xs) { return new int2(xs[0], xs[1]); }
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public static float2 RelOffset(this int[] offset) { return new float2(offset[0], offset[1]); }
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public static float2 AbsOffset(this int[] offset) { return new float2(offset.ElementAtOrDefault(2), offset.ElementAtOrDefault(3)); }
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public static Renderable Centered(Actor self, Sprite s, float2 location)
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{
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var pal = self.Owner == null ? "player0" : self.Owner.Palette;
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var loc = location - 0.5f * s.size;
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return new Renderable(s, loc.Round(), pal);
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}
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public static IActivity SequenceActivities(params IActivity[] acts)
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{
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return acts.Reverse().Aggregate(
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(next, a) => { a.NextActivity = next; return a; });
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}
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public static float GetMaximumRange(Actor self)
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{
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return new[] { self.GetPrimaryWeapon(), self.GetSecondaryWeapon() }
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.Where(w => w != null).Max(w => w.Range);
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}
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public static Color ArrayToColor(int[] x) { return Color.FromArgb(x[0], x[1], x[2]); }
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public static int2 CellContaining(float2 pos) { return (1f / Game.CellSize * pos).ToInt2(); }
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}
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}
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