Files
OpenRA/OpenRA.Mods.Common/Traits/Turreted.cs

249 lines
7.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 : PausableConditionalTraitInfo, Requires<BodyOrientationInfo>, IActorPreviewInitInfo, IEditorActorOptions
{
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("Display order for the turret facing slider in the map editor")]
public readonly int EditorTurretFacingDisplayOrder = 4;
IEnumerable<ActorInit> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
{
yield return new TurretFacingInit(this, WAngle.FromFacing(InitialFacing));
}
IEnumerable<EditorActorOption> IEditorActorOptions.ActorOptions(ActorInfo ai, World world)
{
yield return new EditorActorSlider("Turret", EditorTurretFacingDisplayOrder, 0, 1023, 8,
actor =>
{
var init = actor.GetInitOrDefault<TurretFacingInit>(this);
if (init != null)
return init.Value.Angle;
return WAngle.FromFacing(InitialFacing).Angle;
},
(actor, value) => actor.ReplaceInit(new TurretFacingInit(this, new WAngle((int)value)), this));
}
public override object Create(ActorInitializer init) { return new Turreted(init, this); }
}
public class Turreted : PausableConditionalTrait<TurretedInfo>, ITick, IDeathActorInitModifier, IActorPreviewInitModifier
{
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<WAngle> TurretFacingFromInit(IActorInitializer init, TurretedInfo info)
{
return TurretFacingFromInit(init, info, WAngle.FromFacing(info.InitialFacing));
}
public static Func<WAngle> TurretFacingFromInit(IActorInitializer init, TraitInfo info, WAngle defaultFacing)
{
// (Dynamic)TurretFacingInit is specified relative to the actor body.
// We need to add the body facing to return an absolute world angle.
Func<WAngle> bodyFacing = null;
var facingInit = init.GetOrDefault<FacingInit>();
if (facingInit != null)
{
var facing = facingInit.Value;
bodyFacing = () => facing;
}
var turretFacingInit = init.GetOrDefault<TurretFacingInit>(info);
if (turretFacingInit != null)
{
var facing = turretFacingInit.Value;
return bodyFacing != null ? (Func<WAngle>)(() => bodyFacing() + facing) : () => facing;
}
var dynamicFacingInit = init.GetOrDefault<DynamicFacingInit>();
if (dynamicFacingInit != null)
return bodyFacing != null ? () => bodyFacing() + dynamicFacingInit.Value() : dynamicFacingInit.Value;
return bodyFacing ?? (Func<WAngle>)(() => defaultFacing);
}
public Turreted(ActorInitializer init, TurretedInfo info)
: base(info)
{
TurretFacing = TurretFacingFromInit(init, Info)().Facing;
}
protected override void Created(Actor self)
{
base.Created(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)
{
if (IsTraitDisabled)
return;
// 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.Facing : TurretFacing);
TurretFacing = Util.TickFacing(TurretFacing, df, Info.TurnSpeed);
}
public bool FaceTarget(Actor self, Target target)
{
if (IsTraitDisabled || IsTraitPaused || 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 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
return WRot.FromYaw(body.QuantizeFacing(world.Yaw, QuantizedFacings));
}
public void ModifyDeathActorInit(Actor self, TypeDictionary init)
{
var turretFacing = WAngle.FromFacing(TurretFacing);
if (facing != null)
turretFacing -= facing.Facing;
init.Add(new TurretFacingInit(Info, turretFacing));
}
void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
{
Func<WAngle> bodyFacing = () => facing.Facing;
var dynamicFacing = inits.GetOrDefault<DynamicFacingInit>();
var staticFacing = inits.GetOrDefault<FacingInit>();
if (dynamicFacing != null)
bodyFacing = dynamicFacing.Value;
else if (staticFacing != null)
bodyFacing = () => staticFacing.Value;
// Freeze the relative turret facing to its current value
var facingOffset = WAngle.FromFacing(TurretFacing) - bodyFacing();
inits.Add(new DynamicTurretFacingInit(Info, () => bodyFacing() + facingOffset));
}
protected override void TraitDisabled(Actor self)
{
if (attack != null && attack.IsAiming)
attack.OnStopOrder(self);
}
}
public class TurretFacingInit : ValueActorInit<WAngle>
{
public TurretFacingInit(TraitInfo info, WAngle value)
: base(info, value) { }
public TurretFacingInit(string instanceName, WAngle value)
: base(instanceName, value) { }
public TurretFacingInit(WAngle value)
: base(value) { }
}
public class DynamicTurretFacingInit : ValueActorInit<Func<WAngle>>
{
public DynamicTurretFacingInit(TraitInfo info, Func<WAngle> value)
: base(info, value) { }
}
}