Files
OpenRA/OpenRA.Mods.RA/Turreted.cs
2013-03-29 20:42:56 +13:00

141 lines
4.5 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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 OpenRA.Mods.RA.Render;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class TurretedInfo : ITraitInfo, UsesInit<TurretFacingInit>
{
public readonly string Turret = "primary";
[Desc("Rate of Turning")]
public readonly int ROT = 255;
public readonly int InitialFacing = 128;
public readonly int[] LegacyOffset = {0,0};
public readonly bool AlignWhenIdle = false;
public readonly CoordinateModel OffsetModel = CoordinateModel.Legacy;
[Desc("Muzzle position relative to turret or body. (forward, right, up) triples")]
public readonly WVec Offset = WVec.Zero;
public virtual object Create(ActorInitializer init) { return new Turreted(init, this); }
}
public class Turreted : ITick, ISync, IResolveOrder
{
[Sync] public int turretFacing = 0;
public int? desiredFacing;
TurretedInfo info;
protected Turret turret;
IFacing facing;
// 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 CoordinateModel CoordinateModel { get { return info.OffsetModel; } }
public static int GetInitialTurretFacing(ActorInitializer init, int def)
{
if (init.Contains<TurretFacingInit>())
return init.Get<TurretFacingInit,int>();
if (init.Contains<FacingInit>())
return init.Get<FacingInit,int>();
return def;
}
public Turreted(ActorInitializer init, TurretedInfo info)
{
this.info = info;
turretFacing = GetInitialTurretFacing(init, info.InitialFacing);
facing = init.self.TraitOrDefault<IFacing>();
turret = new Turret(info.LegacyOffset);
}
public virtual void Tick(Actor self)
{
var df = desiredFacing ?? ( facing != null ? facing.Facing : turretFacing );
turretFacing = Util.TickFacing(turretFacing, df, info.ROT);
}
public bool FaceTarget(Actor self, Target target)
{
desiredFacing = Util.GetFacing(target.CenterLocation - self.CenterLocation, turretFacing);
return turretFacing == desiredFacing;
}
public virtual void ResolveOrder(Actor self, Order order)
{
if (info.AlignWhenIdle && order.OrderString != "Attack" && order.OrderString != "AttackHold")
desiredFacing = null;
}
public PVecFloat PxPosition(Actor self, IFacing facing)
{
// Hack for external code unaware of world coordinates
if (info.OffsetModel == CoordinateModel.World)
return (PVecFloat)PPos.FromWPosHackZ(WPos.Zero + Position(self)).ToFloat2();
return turret.PxPosition(self, facing);
}
// Turret offset in world-space
public WVec Position(Actor self)
{
if (info.OffsetModel != CoordinateModel.World)
throw new InvalidOperationException("Turreted.Position requires a world coordinate offset");
var coords = self.Trait<ILocalCoordinatesModel>();
var bodyOrientation = coords.QuantizeOrientation(self, self.Orientation);
return coords.LocalToWorld(Offset.Rotate(bodyOrientation));
}
// Orientation in unit-space
public WRot LocalOrientation(Actor self)
{
// Hack: turretFacing is relative to the world, so subtract the body yaw
return WRot.FromYaw(WAngle.FromFacing(turretFacing) - self.Orientation.Yaw);
}
}
public class Turret
{
public PVecInt UnitSpacePosition; // where, in the unit's local space.
public PVecInt ScreenSpacePosition; // screen-space hack to make things line up good.
public Turret(int[] offset)
{
ScreenSpacePosition = (PVecInt) offset.AbsOffset().ToInt2();
UnitSpacePosition = (PVecInt) offset.RelOffset().ToInt2();
}
public PVecFloat PxPosition(Actor self, IFacing facing)
{
// Things that don't have a rotating base don't need the turrets repositioned
if (facing == null) return ScreenSpacePosition;
var ru = self.TraitOrDefault<RenderUnit>();
var numDirs = (ru != null) ? ru.anim.CurrentSequence.Facings : 8;
var bodyFacing = facing.Facing;
var quantizedFacing = Util.QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
return (PVecFloat)Util.RotateVectorByFacing(UnitSpacePosition.ToFloat2(), quantizedFacing, .7f)
+ (PVecFloat)ScreenSpacePosition.ToFloat2();
}
}
}