Files
OpenRA/OpenRA.Mods.Common/Traits/Turreted.cs
BGluth b88b84c05a Units that have turrets while deployed now move their turrets back to their initial positions before undeploying
- Tested in TS with all deployable units and did a quick check for obvious issues in TD and RA.
2018-10-07 12:19:09 +01:00

253 lines
7.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class TurretedInfo : ITraitInfo, UsesInit<TurretFacingInit>, Requires<BodyOrientationInfo>, IActorPreviewInitInfo
{
public readonly string Turret = "primary";
[Desc("Speed at which the turret turns.")]
public readonly int TurnSpeed = 255;
public readonly int InitialFacing = 0;
[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;
[Desc("Facing to use for actor previews (map editor, color picker, etc)")]
public readonly int PreviewFacing = 92;
IEnumerable<object> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
{
// HACK: The ActorInit system does not support multiple instances of the same type
// Make sure that we only return one TurretFacingInit, even for actors with multiple turrets
if (ai.TraitInfos<TurretedInfo>().FirstOrDefault() == this)
yield return new TurretFacingInit(PreviewFacing);
}
public virtual object Create(ActorInitializer init) { return new Turreted(init, this); }
}
public class Turreted : ITick, ISync, INotifyCreated, IDeathActorInitModifier, IActorPreviewInitModifier
{
public readonly TurretedInfo Info;
AttackTurreted attack;
IFacing facing;
BodyOrientation 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 Func<int> TurretFacingFromInit(IActorInitializer init, int def, string turret = null)
{
if (turret != null && init.Contains<DynamicTurretFacingsInit>())
{
Func<int> facing;
if (init.Get<DynamicTurretFacingsInit, Dictionary<string, Func<int>>>().TryGetValue(turret, out facing))
return facing;
}
if (turret != null && init.Contains<TurretFacingsInit>())
{
int facing;
if (init.Get<TurretFacingsInit, Dictionary<string, int>>().TryGetValue(turret, out facing))
return () => facing;
}
if (init.Contains<TurretFacingInit>())
{
var facing = init.Get<TurretFacingInit, int>();
return () => facing;
}
if (init.Contains<DynamicFacingInit>())
return init.Get<DynamicFacingInit, Func<int>>();
if (init.Contains<FacingInit>())
{
var facing = init.Get<FacingInit, int>();
return () => facing;
}
return () => def;
}
public Turreted(ActorInitializer init, TurretedInfo info)
{
Info = info;
TurretFacing = TurretFacingFromInit(init, Info.InitialFacing, Info.Turret)();
}
void INotifyCreated.Created(Actor self)
{
attack = self.TraitsImplementing<AttackTurreted>().SingleOrDefault(at => ((AttackTurretedInfo)at.Info).Turrets.Contains(Info.Turret));
facing = self.TraitOrDefault<IFacing>();
body = self.Trait<BodyOrientation>();
}
void ITick.Tick(Actor self)
{
Tick(self);
}
protected virtual void Tick(Actor self)
{
// NOTE: FaceTarget is called in AttackTurreted.CanAttack if the turret has a target.
if (attack != null)
{
// Only realign while not attacking anything
if (attack.IsAiming)
return;
if (realignTick < Info.RealignDelay)
realignTick++;
else if (Info.RealignDelay > -1)
DesiredFacing = null;
MoveTurret();
}
else
{
realignTick = 0;
MoveTurret();
}
}
void MoveTurret()
{
var df = DesiredFacing ?? (facing != null ? facing.Facing : TurretFacing);
TurretFacing = Util.TickFacing(TurretFacing, df, Info.TurnSpeed);
}
public bool FaceTarget(Actor self, Target target)
{
if (attack == null || attack.IsTraitDisabled || attack.IsTraitPaused)
return false;
var pos = self.CenterPosition;
var targetPos = attack.GetTargetPosition(pos, target);
var delta = targetPos - pos;
DesiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : TurretFacing;
MoveTurret();
return HasAchievedDesiredFacing;
}
public void StopAiming(Actor self)
{
if (attack.IsAiming)
attack.OnStopOrder(self);
}
public virtual bool HasAchievedDesiredFacing
{
get { return DesiredFacing == null || TurretFacing == DesiredFacing.Value; }
}
// 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 world-space
public WRot WorldOrientation(Actor self)
{
// Hack: turretFacing is relative to the world, so subtract the body yaw
var world = WRot.FromYaw(WAngle.FromFacing(TurretFacing));
if (QuantizedFacings == 0)
return world;
// Quantize orientation to match a rendered sprite
// Implies no pitch or yaw
var facing = body.QuantizeFacing(world.Yaw.Angle / 4, QuantizedFacings);
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
}
public void ModifyDeathActorInit(Actor self, TypeDictionary init)
{
var facings = init.GetOrDefault<TurretFacingsInit>();
if (facings == null)
{
facings = new TurretFacingsInit();
init.Add(facings);
}
if (!facings.Value(self.World).ContainsKey(Name))
facings.Value(self.World).Add(Name, TurretFacing);
}
void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
{
var facings = inits.GetOrDefault<DynamicTurretFacingsInit>();
if (facings == null)
{
facings = new DynamicTurretFacingsInit();
inits.Add(facings);
}
Func<int> bodyFacing = () => facing.Facing;
var dynamicFacing = inits.GetOrDefault<DynamicFacingInit>();
var staticFacing = inits.GetOrDefault<FacingInit>();
if (dynamicFacing != null)
bodyFacing = dynamicFacing.Value(self.World);
else if (staticFacing != null)
bodyFacing = () => staticFacing.Value(self.World);
// Freeze the relative turret facing to its current value
var facingOffset = TurretFacing - bodyFacing();
facings.Value(self.World).Add(Name, () => bodyFacing() + facingOffset);
}
}
public class TurretFacingInit : IActorInit<int>
{
[FieldFromYamlKey] readonly int value = 128;
public TurretFacingInit() { }
public TurretFacingInit(int init) { value = init; }
public int Value(World world) { return value; }
}
public class TurretFacingsInit : IActorInit<Dictionary<string, int>>
{
[DictionaryFromYamlKey]
readonly Dictionary<string, int> value = new Dictionary<string, int>();
public TurretFacingsInit() { }
public TurretFacingsInit(Dictionary<string, int> init) { value = init; }
public Dictionary<string, int> Value(World world) { return value; }
}
public class DynamicTurretFacingsInit : IActorInit<Dictionary<string, Func<int>>>
{
readonly Dictionary<string, Func<int>> value = new Dictionary<string, Func<int>>();
public DynamicTurretFacingsInit() { }
public DynamicTurretFacingsInit(Dictionary<string, Func<int>> init) { value = init; }
public Dictionary<string, Func<int>> Value(World world) { return value; }
}
}