198 lines
5.8 KiB
C#
198 lines
5.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class FirePort
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{
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public WVec Offset;
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public WAngle Yaw;
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public WAngle Cone;
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}
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[Desc("Cargo can fire their weapons out of fire ports.")]
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public class AttackGarrisonedInfo : AttackFollowInfo, Requires<CargoInfo>
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{
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[Desc("Fire port offsets in local coordinates.")]
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public readonly WVec[] PortOffsets = {};
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[Desc("Fire port yaw angles.")]
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public readonly WAngle[] PortYaws = {};
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[Desc("Fire port yaw cone angle.")]
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public readonly WAngle[] PortCones = {};
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public readonly string MuzzlePalette = "effect";
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public override object Create(ActorInitializer init) { return new AttackGarrisoned(init.self, this); }
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}
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public class AttackGarrisoned : AttackFollow, INotifyPassengerEntered, INotifyPassengerExited, IRender
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{
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public readonly FirePort[] Ports;
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AttackGarrisonedInfo info;
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Lazy<IBodyOrientation> coords;
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List<Armament> armaments;
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List<AnimationWithOffset> muzzles;
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Dictionary<Actor, IFacing> paxFacing;
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Dictionary<Actor, IPositionable> paxPos;
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Dictionary<Actor, RenderSprites> paxRender;
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public AttackGarrisoned(Actor self, AttackGarrisonedInfo info)
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: base(self, info)
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{
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this.info = info;
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coords = Exts.Lazy(() => self.Trait<IBodyOrientation>());
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armaments = new List<Armament>();
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muzzles = new List<AnimationWithOffset>();
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paxFacing = new Dictionary<Actor, IFacing>();
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paxPos = new Dictionary<Actor, IPositionable>();
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paxRender = new Dictionary<Actor, RenderSprites>();
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GetArmaments = () => armaments;
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if (info.PortOffsets.Length == 0)
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throw new InvalidOperationException("PortOffsets must have at least one entry.");
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if (info.PortYaws.Length != info.PortOffsets.Length)
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throw new InvalidOperationException("PortYaws must define an angle for each port.");
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if (info.PortCones.Length != info.PortOffsets.Length)
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throw new InvalidOperationException("PortCones must define an angle for each port.");
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var p = new List<FirePort>();
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for (var i = 0; i < info.PortOffsets.Length; i++)
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{
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p.Add(new FirePort
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{
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Offset = info.PortOffsets[i],
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Yaw = info.PortYaws[i],
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Cone = info.PortCones[i],
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});
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}
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Ports = p.ToArray();
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}
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public void PassengerEntered(Actor self, Actor passenger)
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{
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paxFacing.Add(passenger, passenger.Trait<IFacing>());
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paxPos.Add(passenger, passenger.Trait<IPositionable>());
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paxRender.Add(passenger, passenger.Trait<RenderSprites>());
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armaments = armaments.Append(passenger.TraitsImplementing<Armament>()
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.Where(a => info.Armaments.Contains(a.Info.Name))
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.ToArray()).ToList();
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}
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public void PassengerExited(Actor self, Actor passenger)
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{
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paxFacing.Remove(passenger);
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paxPos.Remove(passenger);
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paxRender.Remove(passenger);
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armaments.RemoveAll(a => a.Actor == passenger);
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}
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FirePort SelectFirePort(Actor self, WAngle targetYaw)
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{
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// Pick a random port that faces the target
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var bodyYaw = facing.Value != null ? WAngle.FromFacing(facing.Value.Facing) : WAngle.Zero;
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var indices = Exts.MakeArray(Ports.Length, i => i).Shuffle(self.World.SharedRandom);
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foreach (var i in indices)
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{
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var yaw = bodyYaw + Ports[i].Yaw;
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var leftTurn = (yaw - targetYaw).Angle;
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var rightTurn = (targetYaw - yaw).Angle;
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if (Math.Min(leftTurn, rightTurn) <= Ports[i].Cone.Angle)
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return Ports[i];
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}
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return null;
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}
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WVec PortOffset(Actor self, FirePort p)
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{
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var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
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return coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
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}
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public override void DoAttack(Actor self, Target target)
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{
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if (!CanAttack(self, target))
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return;
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var pos = self.CenterPosition;
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var targetYaw = WAngle.FromFacing(Traits.Util.GetFacing(target.CenterPosition - self.CenterPosition, 0));
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foreach (var a in Armaments)
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{
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var port = SelectFirePort(self, targetYaw);
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if (port == null)
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return;
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var muzzleFacing = targetYaw.Angle / 4;
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paxFacing[a.Actor].Facing = muzzleFacing;
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paxPos[a.Actor].SetVisualPosition(a.Actor, pos + PortOffset(self, port));
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var barrel = a.CheckFire(a.Actor, facing.Value, target);
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if (barrel != null && a.Info.MuzzleSequence != null)
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{
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// Muzzle facing is fixed once the firing starts
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var muzzleAnim = new Animation(self.World, paxRender[a.Actor].GetImage(a.Actor), () => muzzleFacing);
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var sequence = a.Info.MuzzleSequence;
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if (a.Info.MuzzleSplitFacings > 0)
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sequence += Traits.Util.QuantizeFacing(muzzleFacing, a.Info.MuzzleSplitFacings).ToString();
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var muzzleFlash = new AnimationWithOffset(muzzleAnim,
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() => PortOffset(self, port),
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() => false,
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() => false,
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p => WithTurret.ZOffsetFromCenter(self, p, 1024));
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muzzles.Add(muzzleFlash);
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muzzleAnim.PlayThen(sequence, () => muzzles.Remove(muzzleFlash));
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}
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foreach (var npa in self.TraitsImplementing<INotifyAttack>())
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npa.Attacking(self, target, a, barrel);
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}
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}
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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{
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var pal = wr.Palette(info.MuzzlePalette);
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// Display muzzle flashes
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foreach (var m in muzzles)
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foreach (var r in m.Render(self, wr, pal, 1f))
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yield return r;
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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// Take a copy so that Tick() can remove animations
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foreach (var m in muzzles.ToList())
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m.Animation.Tick();
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}
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}
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}
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