118 lines
3.4 KiB
C#
Executable File
118 lines
3.4 KiB
C#
Executable File
#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 OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class TurretedInfo : ITraitInfo, UsesInit<TurretFacingInit>
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{
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public readonly string Turret = "primary";
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[Desc("Rate of Turning")]
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public readonly int ROT = 255;
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public readonly int InitialFacing = 128;
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[Desc("Number of ticks before turret is realigned. (-1 turns off realignment)")]
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public readonly int RealignDelay = 40;
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[Desc("Muzzle position relative to turret or body. (forward, right, up) triples")]
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public readonly WVec Offset = WVec.Zero;
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public virtual object Create(ActorInitializer init) { return new Turreted(init, this); }
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}
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public class Turreted : ITick, ISync, INotifyCreated
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{
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readonly TurretedInfo info;
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AttackTurreted attack;
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IFacing facing;
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[Sync] public int QuantizedFacings = 0;
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[Sync] public int TurretFacing = 0;
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public int? DesiredFacing;
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int realignTick = 0;
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// For subclasses that want to move the turret relative to the body
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protected WVec localOffset = WVec.Zero;
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public WVec Offset { get { return info.Offset + localOffset; } }
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public string Name { get { return info.Turret; } }
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public static int GetInitialTurretFacing(ActorInitializer init, int def)
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{
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if (init.Contains<TurretFacingInit>())
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return init.Get<TurretFacingInit, int>();
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if (init.Contains<FacingInit>())
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return init.Get<FacingInit, int>();
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return def;
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}
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public Turreted(ActorInitializer init, TurretedInfo info)
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{
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this.info = info;
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TurretFacing = GetInitialTurretFacing(init, info.InitialFacing);
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}
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public void Created(Actor self)
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{
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attack = self.TraitOrDefault<AttackTurreted>();
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facing = self.TraitOrDefault<IFacing>();
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}
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public virtual void Tick(Actor self)
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{
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if (attack != null && !attack.IsAttacking)
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{
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if (realignTick < info.RealignDelay)
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realignTick++;
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else if (info.RealignDelay > -1)
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DesiredFacing = null;
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}
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else
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realignTick = 0;
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var df = DesiredFacing ?? (facing != null ? facing.Facing : TurretFacing);
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TurretFacing = Util.TickFacing(TurretFacing, df, info.ROT);
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}
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public bool FaceTarget(Actor self, Target target)
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{
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DesiredFacing = Util.GetFacing(target.CenterPosition - self.CenterPosition, TurretFacing);
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return TurretFacing == DesiredFacing;
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}
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// Turret offset in world-space
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public WVec Position(Actor self)
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{
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var body = self.Trait<IBodyOrientation>();
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var bodyOrientation = body.QuantizeOrientation(self, self.Orientation);
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return body.LocalToWorld(Offset.Rotate(bodyOrientation));
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}
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// Orientation in unit-space
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public WRot LocalOrientation(Actor self)
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{
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// Hack: turretFacing is relative to the world, so subtract the body yaw
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var local = WRot.FromYaw(WAngle.FromFacing(TurretFacing) - self.Orientation.Yaw);
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if (QuantizedFacings == 0)
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return local;
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// Quantize orientation to match a rendered sprite
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// Implies no pitch or yaw
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var facing = Util.QuantizeFacing(local.Yaw.Angle / 4, QuantizedFacings) * (256 / QuantizedFacings);
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
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}
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}
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}
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