198 lines
5.9 KiB
C#
198 lines
5.9 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2015 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. For more information,
|
|
* see COPYING.
|
|
*/
|
|
#endregion
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits
|
|
{
|
|
public class FirePort
|
|
{
|
|
public WVec Offset;
|
|
public WAngle Yaw;
|
|
public WAngle Cone;
|
|
}
|
|
|
|
[Desc("Cargo can fire their weapons out of fire ports.")]
|
|
public class AttackGarrisonedInfo : AttackFollowInfo, IRulesetLoaded, Requires<CargoInfo>
|
|
{
|
|
[FieldLoader.Require]
|
|
[Desc("Fire port offsets in local coordinates.")]
|
|
public readonly WVec[] PortOffsets = null;
|
|
|
|
[FieldLoader.Require]
|
|
[Desc("Fire port yaw angles.")]
|
|
public readonly WAngle[] PortYaws = null;
|
|
|
|
[FieldLoader.Require]
|
|
[Desc("Fire port yaw cone angle.")]
|
|
public readonly WAngle[] PortCones = null;
|
|
|
|
public FirePort[] Ports { get; private set; }
|
|
|
|
[PaletteReference] public readonly string MuzzlePalette = "effect";
|
|
|
|
public override object Create(ActorInitializer init) { return new AttackGarrisoned(init.Self, this); }
|
|
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
|
|
{
|
|
if (PortOffsets.Length == 0)
|
|
throw new YamlException("PortOffsets must have at least one entry.");
|
|
|
|
if (PortYaws.Length != PortOffsets.Length)
|
|
throw new YamlException("PortYaws must define an angle for each port.");
|
|
|
|
if (PortCones.Length != PortOffsets.Length)
|
|
throw new YamlException("PortCones must define an angle for each port.");
|
|
|
|
Ports = new FirePort[PortOffsets.Length];
|
|
|
|
for (var i = 0; i < PortOffsets.Length; i++)
|
|
{
|
|
Ports[i] = new FirePort
|
|
{
|
|
Offset = PortOffsets[i],
|
|
Yaw = PortYaws[i],
|
|
Cone = PortCones[i],
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
public class AttackGarrisoned : AttackFollow, INotifyPassengerEntered, INotifyPassengerExited, IRender
|
|
{
|
|
public readonly new AttackGarrisonedInfo Info;
|
|
Lazy<BodyOrientation> coords;
|
|
List<Armament> armaments;
|
|
List<AnimationWithOffset> muzzles;
|
|
Dictionary<Actor, IFacing> paxFacing;
|
|
Dictionary<Actor, IPositionable> paxPos;
|
|
Dictionary<Actor, RenderSprites> paxRender;
|
|
|
|
public AttackGarrisoned(Actor self, AttackGarrisonedInfo info)
|
|
: base(self, info)
|
|
{
|
|
Info = info;
|
|
coords = Exts.Lazy(() => self.Trait<BodyOrientation>());
|
|
armaments = new List<Armament>();
|
|
muzzles = new List<AnimationWithOffset>();
|
|
paxFacing = new Dictionary<Actor, IFacing>();
|
|
paxPos = new Dictionary<Actor, IPositionable>();
|
|
paxRender = new Dictionary<Actor, RenderSprites>();
|
|
|
|
getArmaments = () => armaments;
|
|
}
|
|
|
|
public void PassengerEntered(Actor self, Actor passenger)
|
|
{
|
|
paxFacing.Add(passenger, passenger.Trait<IFacing>());
|
|
paxPos.Add(passenger, passenger.Trait<IPositionable>());
|
|
paxRender.Add(passenger, passenger.Trait<RenderSprites>());
|
|
armaments.AddRange(
|
|
passenger.TraitsImplementing<Armament>()
|
|
.Where(a => Info.Armaments.Contains(a.Info.Name)));
|
|
}
|
|
|
|
public void PassengerExited(Actor self, Actor passenger)
|
|
{
|
|
paxFacing.Remove(passenger);
|
|
paxPos.Remove(passenger);
|
|
paxRender.Remove(passenger);
|
|
armaments.RemoveAll(a => a.Actor == passenger);
|
|
}
|
|
|
|
FirePort SelectFirePort(Actor self, WAngle targetYaw)
|
|
{
|
|
// Pick a random port that faces the target
|
|
var bodyYaw = facing.Value != null ? WAngle.FromFacing(facing.Value.Facing) : WAngle.Zero;
|
|
var indices = Enumerable.Range(0, Info.Ports.Length).Shuffle(self.World.SharedRandom);
|
|
foreach (var i in indices)
|
|
{
|
|
var yaw = bodyYaw + Info.Ports[i].Yaw;
|
|
var leftTurn = (yaw - targetYaw).Angle;
|
|
var rightTurn = (targetYaw - yaw).Angle;
|
|
if (Math.Min(leftTurn, rightTurn) <= Info.Ports[i].Cone.Angle)
|
|
return Info.Ports[i];
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
WVec PortOffset(Actor self, FirePort p)
|
|
{
|
|
var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
|
|
return coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
|
|
}
|
|
|
|
public override void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
|
|
{
|
|
if (!CanAttack(self, target))
|
|
return;
|
|
|
|
var pos = self.CenterPosition;
|
|
var targetYaw = (target.CenterPosition - self.CenterPosition).Yaw;
|
|
|
|
foreach (var a in Armaments)
|
|
{
|
|
var port = SelectFirePort(self, targetYaw);
|
|
if (port == null)
|
|
return;
|
|
|
|
var muzzleFacing = targetYaw.Angle / 4;
|
|
paxFacing[a.Actor].Facing = muzzleFacing;
|
|
paxPos[a.Actor].SetVisualPosition(a.Actor, pos + PortOffset(self, port));
|
|
|
|
var barrel = a.CheckFire(a.Actor, facing.Value, target);
|
|
if (barrel != null && a.Info.MuzzleSequence != null)
|
|
{
|
|
// Muzzle facing is fixed once the firing starts
|
|
var muzzleAnim = new Animation(self.World, paxRender[a.Actor].GetImage(a.Actor), () => muzzleFacing);
|
|
var sequence = a.Info.MuzzleSequence;
|
|
|
|
if (a.Info.MuzzleSplitFacings > 0)
|
|
sequence += Util.QuantizeFacing(muzzleFacing, a.Info.MuzzleSplitFacings).ToString();
|
|
|
|
var muzzleFlash = new AnimationWithOffset(muzzleAnim,
|
|
() => PortOffset(self, port),
|
|
() => false,
|
|
p => RenderUtils.ZOffsetFromCenter(self, p, 1024));
|
|
|
|
muzzles.Add(muzzleFlash);
|
|
muzzleAnim.PlayThen(sequence, () => muzzles.Remove(muzzleFlash));
|
|
}
|
|
|
|
foreach (var npa in self.TraitsImplementing<INotifyAttack>())
|
|
npa.Attacking(self, target, a, barrel);
|
|
}
|
|
}
|
|
|
|
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
|
|
{
|
|
var pal = wr.Palette(Info.MuzzlePalette);
|
|
|
|
// Display muzzle flashes
|
|
foreach (var m in muzzles)
|
|
foreach (var r in m.Render(self, wr, pal, 1f))
|
|
yield return r;
|
|
}
|
|
|
|
public override void Tick(Actor self)
|
|
{
|
|
base.Tick(self);
|
|
|
|
// Take a copy so that Tick() can remove animations
|
|
foreach (var m in muzzles.ToArray())
|
|
m.Animation.Tick();
|
|
}
|
|
}
|
|
}
|