150 lines
4.5 KiB
C#
150 lines
4.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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 System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.HitShapes;
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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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[Desc("Shape of actor for targeting and damage calculations.")]
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public class HitShapeInfo : ConditionalTraitInfo, Requires<BodyOrientationInfo>
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{
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[Desc("Name of turret this shape is linked to. Leave empty to link shape to body.")]
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public readonly string Turret = null;
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[Desc("Create a targetable position for each offset listed here (relative to CenterPosition).")]
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public readonly WVec[] TargetableOffsets = { WVec.Zero };
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[Desc("Create a targetable position at the center of each occupied cell. Stacks with TargetableOffsets.")]
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public readonly bool UseTargetableCellsOffsets = false;
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[Desc("Defines which Armor types apply when the actor receives damage to this HitShape.",
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"If none specified, all armor types the actor has are valid.")]
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public readonly BitSet<ArmorType> ArmorTypes = default(BitSet<ArmorType>);
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[FieldLoader.LoadUsing("LoadShape")]
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public readonly IHitShape Type;
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static object LoadShape(MiniYaml yaml)
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{
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IHitShape ret;
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var shapeNode = yaml.Nodes.FirstOrDefault(n => n.Key == "Type");
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var shape = shapeNode != null ? shapeNode.Value.Value : string.Empty;
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if (!string.IsNullOrEmpty(shape))
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{
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try
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{
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ret = Game.CreateObject<IHitShape>(shape + "Shape");
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FieldLoader.Load(ret, shapeNode.Value);
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}
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catch (YamlException e)
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{
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throw new YamlException("HitShape {0}: {1}".F(shape, e.Message));
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}
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}
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else
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ret = new CircleShape();
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ret.Initialize();
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return ret;
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}
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public override object Create(ActorInitializer init) { return new HitShape(init.Self, this); }
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}
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public class HitShape : ConditionalTrait<HitShapeInfo>, ITargetablePositions
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{
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BodyOrientation orientation;
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ITargetableCells targetableCells;
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Turreted turret;
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public HitShape(Actor self, HitShapeInfo info)
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: base(info) { }
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protected override void Created(Actor self)
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{
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orientation = self.Trait<BodyOrientation>();
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targetableCells = self.TraitOrDefault<ITargetableCells>();
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turret = self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == Info.Turret);
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base.Created(self);
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}
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bool ITargetablePositions.AlwaysEnabled { get { return Info.RequiresCondition == null; } }
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IEnumerable<WPos> ITargetablePositions.TargetablePositions(Actor self)
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{
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if (IsTraitDisabled)
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yield break;
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if (Info.UseTargetableCellsOffsets && targetableCells != null)
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foreach (var c in targetableCells.TargetableCells())
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yield return self.World.Map.CenterOfCell(c.First);
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foreach (var o in Info.TargetableOffsets)
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{
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var offset = CalculateTargetableOffset(self, o);
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yield return self.CenterPosition + offset;
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}
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}
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WVec CalculateTargetableOffset(Actor self, WVec offset)
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{
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var localOffset = offset;
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var quantizedBodyOrientation = orientation.QuantizeOrientation(self, self.Orientation);
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if (turret != null)
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{
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// WorldOrientation is quantized to satisfy the *Fudges.
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// Need to then convert back to a pseudo-local coordinate space, apply offsets,
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// then rotate back at the end
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var turretOrientation = turret.WorldOrientation(self) - quantizedBodyOrientation;
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localOffset = localOffset.Rotate(turretOrientation);
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localOffset += turret.Offset;
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}
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return orientation.LocalToWorld(localOffset.Rotate(quantizedBodyOrientation));
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}
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public WDist DistanceFromEdge(Actor self, WPos pos)
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{
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var origin = self.CenterPosition;
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var orientation = self.Orientation;
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if (turret != null)
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{
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origin += turret.Position(self);
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orientation = turret.WorldOrientation(self);
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}
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return Info.Type.DistanceFromEdge(pos, origin, orientation);
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}
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public IEnumerable<IRenderable> RenderDebugOverlay(Actor self, WorldRenderer wr)
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{
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var origin = self.CenterPosition;
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var orientation = self.Orientation;
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if (turret != null)
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{
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origin += turret.Position(self);
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orientation = turret.WorldOrientation(self);
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}
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return Info.Type.RenderDebugOverlay(wr, origin, orientation);
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}
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}
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}
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