114 lines
3.5 KiB
C#
Executable File
114 lines
3.5 KiB
C#
Executable File
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using IjwFramework.Types;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Traits
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{
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static class Util
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{
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public static void TickFacing( ref int facing, int desiredFacing, int rot )
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{
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var leftTurn = ( facing - desiredFacing ) & 0xFF;
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var rightTurn = ( desiredFacing - facing ) & 0xFF;
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if( Math.Min( leftTurn, rightTurn ) < rot )
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facing = desiredFacing & 0xFF;
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else if( rightTurn < leftTurn )
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facing = ( facing + rot ) & 0xFF;
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else
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facing = ( facing - rot ) & 0xFF;
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}
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static float2[] fvecs = Graphics.Util.MakeArray<float2>( 32,
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i => -float2.FromAngle( i / 16.0f * (float)Math.PI ) * new float2( 1f, 1.3f ) );
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public static int GetFacing( float2 d, int currentFacing )
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{
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if( float2.WithinEpsilon( d, float2.Zero, 0.001f ) )
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return currentFacing;
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int highest = -1;
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float highestDot = -1.0f;
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for( int i = 0 ; i < fvecs.Length ; i++ )
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{
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float dot = float2.Dot( fvecs[ i ], d );
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if( dot > highestDot )
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{
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highestDot = dot;
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highest = i;
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}
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}
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return highest * 8;
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}
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public static int GetNearestFacing( int facing, int desiredFacing )
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{
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var turn = desiredFacing - facing;
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if( turn > 128 )
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turn -= 256;
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if( turn < -128 )
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turn += 256;
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return facing + turn;
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}
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public static int QuantizeFacing(int facing, int numFrames)
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{
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var step = 256 / numFrames;
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var a = (facing + step / 2) & 0xff;
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return a / step;
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}
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static float2 RotateVectorByFacing(float2 v, int facing, float ecc)
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{
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var angle = (facing / 256f) * (2 * (float)Math.PI);
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var sinAngle = (float)Math.Sin(angle);
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var cosAngle = (float)Math.Cos(angle);
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return new float2(
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(cosAngle * v.X + sinAngle * v.Y),
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ecc * (cosAngle * v.Y - sinAngle * v.X));
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}
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static float2 GetRecoil(Actor self, float recoil)
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{
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if (self.unitInfo.Recoil == 0) return float2.Zero;
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var rut = self.traits.WithInterface<RenderUnitTurreted>().FirstOrDefault();
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if (rut == null) return float2.Zero;
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var facing = self.traits.Get<Turreted>().turretFacing;
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var quantizedFacing = QuantizeFacing(facing, rut.turretAnim.CurrentSequence.Length) * (256 / rut.turretAnim.CurrentSequence.Length);
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return RotateVectorByFacing(new float2(0, recoil * self.unitInfo.Recoil), quantizedFacing, .7f);
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}
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public static float2 GetTurretPosition(Actor self, int[] offset, float recoil)
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{
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var ru = self.traits.WithInterface<RenderUnit>().FirstOrDefault();
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if (ru == null) return int2.Zero; /* things that don't have a rotating base don't need the turrets repositioned */
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var bodyFacing = self.traits.Get<Mobile>().facing;
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var quantizedFacing = QuantizeFacing(bodyFacing, ru.anim.CurrentSequence.Length) * (256 / ru.anim.CurrentSequence.Length);
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return (RotateVectorByFacing(new float2(offset[0], offset[1]), quantizedFacing, .7f) + GetRecoil(self, recoil))
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+ new float2(offset.ElementAtOrDefault(2), offset.ElementAtOrDefault(3));
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}
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public static Tuple<Sprite, float2, int> Centered(Actor self, Sprite s, float2 location)
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{
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var loc = location - 0.5f * s.size;
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return Tuple.New(s, loc.Round(), self.Owner.Palette);
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}
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public static Tuple<Sprite, float2, int> CenteredShadow(Actor self, Sprite s, float2 location)
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{
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var loc = location - 0.5f * s.size;
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return Tuple.New(s, loc.Round(), 8);
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}
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}
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}
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