176 lines
5.0 KiB
C#
176 lines
5.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class TurretedInfo : ITraitInfo, UsesInit<TurretFacingInit>, Requires<BodyOrientationInfo>
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{
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public readonly string Turret = "primary";
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[Desc("Speed at which the turret turns.")]
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public readonly int TurnSpeed = 255;
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public readonly int InitialFacing = 0;
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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, IDeathActorInitModifier
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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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BodyOrientation body;
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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(IActorInitializer init, int def, string turret = null)
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{
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if (turret != null && init.Contains<TurretFacingsInit>())
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{
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int facing;
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if (init.Get<TurretFacingsInit, Dictionary<string, int>>().TryGetValue(turret, out facing))
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return facing;
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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, info.Turret);
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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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body = self.Trait<BodyOrientation>();
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}
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public virtual void Tick(Actor self)
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{
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// NOTE: FaceTarget is called in AttackTurreted.CanAttack if the turret has a target.
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if (attack != null)
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{
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if (!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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MoveTurret();
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}
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}
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else
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{
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realignTick = 0;
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MoveTurret();
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}
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}
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void MoveTurret()
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{
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var df = DesiredFacing ?? (facing != null ? facing.Facing : TurretFacing);
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TurretFacing = Util.TickFacing(TurretFacing, df, info.TurnSpeed);
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}
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public bool FaceTarget(Actor self, Target target)
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{
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var delta = target.CenterPosition - self.CenterPosition;
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DesiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : TurretFacing;
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MoveTurret();
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return HasAchievedDesiredFacing;
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}
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public virtual bool HasAchievedDesiredFacing
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{
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get { return DesiredFacing != null && TurretFacing == DesiredFacing.Value; }
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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 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 world-space
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public WRot WorldOrientation(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 world = WRot.FromYaw(WAngle.FromFacing(TurretFacing));
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if (QuantizedFacings == 0)
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return world;
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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 = body.QuantizeFacing(world.Yaw.Angle / 4, QuantizedFacings);
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
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}
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public void ModifyDeathActorInit(Actor self, TypeDictionary init)
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{
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var facings = init.GetOrDefault<TurretFacingsInit>();
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if (facings == null)
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{
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facings = new TurretFacingsInit();
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init.Add(facings);
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}
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facings.Value(self.World).Add(Name, TurretFacing);
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}
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}
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public class TurretFacingInit : IActorInit<int>
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{
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[FieldFromYamlKey] readonly int value = 128;
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public TurretFacingInit() { }
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public TurretFacingInit(int init) { value = init; }
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public int Value(World world) { return value; }
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}
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public class TurretFacingsInit : IActorInit<Dictionary<string, int>>
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{
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[DictionaryFromYamlKey]
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readonly Dictionary<string, int> value = new Dictionary<string, int>();
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public TurretFacingsInit() { }
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public TurretFacingsInit(Dictionary<string, int> init) { value = init; }
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public Dictionary<string, int> Value(World world) { return value; }
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}
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}
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