Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithSpriteTurret.cs
2016-02-21 16:30:48 +00:00

134 lines
5.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Renders turrets for units with the Turreted trait.")]
public class WithSpriteTurretInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo,
Requires<RenderSpritesInfo>, Requires<TurretedInfo>, Requires<BodyOrientationInfo>, Requires<ArmamentInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "turret";
[Desc("Sequence name to use when prepared to fire")]
[SequenceReference] public readonly string AimSequence = null;
[Desc("Turreted 'Turret' key to display")]
public readonly string Turret = "primary";
[Desc("Render recoil")]
public readonly bool Recoils = true;
public override object Create(ActorInitializer init) { return new WithSpriteTurret(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
if (UpgradeMinEnabledLevel > 0)
yield break;
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
var t = init.Actor.TraitInfos<TurretedInfo>()
.First(tt => tt.Turret == Turret);
var ifacing = init.Actor.TraitInfoOrDefault<IFacingInfo>();
var bodyFacing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
var turretFacing = Turreted.GetInitialTurretFacing(init, t.InitialFacing, Turret);
var anim = new Animation(init.World, image, () => turretFacing);
anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(bodyFacing)), facings);
var offset = body.LocalToWorld(t.Offset.Rotate(orientation));
yield return new SpriteActorPreview(anim, offset, -(offset.Y + offset.Z) + 1, p, rs.Scale);
}
}
public class WithSpriteTurret : UpgradableTrait<WithSpriteTurretInfo>, INotifyBuildComplete, INotifySold, INotifyTransform, ITick, INotifyDamageStateChanged
{
public readonly Animation DefaultAnimation;
protected readonly AttackBase Attack;
readonly RenderSprites rs;
readonly BodyOrientation body;
readonly Turreted t;
readonly Armament[] arms;
// TODO: This should go away once https://github.com/OpenRA/OpenRA/issues/7035 is implemented
bool buildComplete;
public WithSpriteTurret(Actor self, WithSpriteTurretInfo info)
: base(info)
{
rs = self.Trait<RenderSprites>();
body = self.Trait<BodyOrientation>();
Attack = self.TraitOrDefault<AttackBase>();
t = self.TraitsImplementing<Turreted>()
.First(tt => tt.Name == info.Turret);
arms = self.TraitsImplementing<Armament>()
.Where(w => w.Info.Turret == info.Turret).ToArray();
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => t.TurretFacing);
DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence));
rs.Add(new AnimationWithOffset(DefaultAnimation,
() => TurretOffset(self),
() => IsTraitDisabled || !buildComplete,
p => RenderUtils.ZOffsetFromCenter(self, p, 1)));
// Restrict turret facings to match the sprite
t.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
}
WVec TurretOffset(Actor self)
{
if (!Info.Recoils)
return t.Position(self);
var recoil = arms.Aggregate(WDist.Zero, (a, b) => a + b.Recoil);
var localOffset = new WVec(-recoil, WDist.Zero, WDist.Zero);
var quantizedWorldTurret = t.WorldOrientation(self);
return t.Position(self) + body.LocalToWorld(localOffset.Rotate(quantizedWorldTurret));
}
public string NormalizeSequence(Actor self, string sequence)
{
return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
}
public virtual void DamageStateChanged(Actor self, AttackInfo e)
{
if (DefaultAnimation.CurrentSequence != null)
DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
}
public virtual void Tick(Actor self)
{
if (Info.AimSequence == null)
return;
var sequence = Attack.IsAttacking ? Info.AimSequence : Info.Sequence;
DefaultAnimation.ReplaceAnim(sequence);
}
void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; }
void INotifySold.Selling(Actor self) { buildComplete = false; }
void INotifySold.Sold(Actor self) { }
void INotifyTransform.BeforeTransform(Actor self) { buildComplete = false; }
void INotifyTransform.OnTransform(Actor self) { }
void INotifyTransform.AfterTransform(Actor toActor) { }
}
}