148 lines
5.2 KiB
C#
148 lines
5.2 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;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.HitShapes
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{
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public class RectangleShape : IHitShape
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{
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public WDist OuterRadius { get; private set; }
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[FieldLoader.Require]
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public readonly int2 TopLeft;
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[FieldLoader.Require]
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public readonly int2 BottomRight;
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[Desc("Defines the top offset relative to the actor's target point.")]
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public readonly int VerticalTopOffset = 0;
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[Desc("Defines the bottom offset relative to the actor's target point.")]
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public readonly int VerticalBottomOffset = 0;
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// This is just a temporary work-around until we have a customizable PolygonShape
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[Desc("Rotates shape by 90 degree relative to actor facing. Mostly required for buildings on isometric terrain.",
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"Mobile actors do NOT need this!")]
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public readonly bool RotateToIsometry = false;
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// This is just a temporary work-around until we have a customizable PolygonShape
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[Desc("Applies shape to every TargetablePosition instead of just CenterPosition.")]
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public readonly bool ApplyToAllTargetablePositions = false;
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int2 quadrantSize;
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int2 center;
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WVec[] combatOverlayVertsTop;
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WVec[] combatOverlayVertsBottom;
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public RectangleShape() { }
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public RectangleShape(int2 tl, int2 br)
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{
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TopLeft = tl;
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BottomRight = br;
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}
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public void Initialize()
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{
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if (TopLeft.X >= BottomRight.X || TopLeft.Y >= BottomRight.Y)
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throw new YamlException("TopLeft and BottomRight points are invalid.");
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if (VerticalTopOffset < VerticalBottomOffset)
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throw new YamlException("VerticalTopOffset must be equal to or higher than VerticalBottomOffset.");
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quadrantSize = (BottomRight - TopLeft) / 2;
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center = TopLeft + quadrantSize;
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OuterRadius = new WDist(Math.Max(TopLeft.Length, BottomRight.Length));
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combatOverlayVertsTop = new WVec[]
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{
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new WVec(TopLeft.X, TopLeft.Y, VerticalTopOffset),
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new WVec(BottomRight.X, TopLeft.Y, VerticalTopOffset),
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new WVec(BottomRight.X, BottomRight.Y, VerticalTopOffset),
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new WVec(TopLeft.X, BottomRight.Y, VerticalTopOffset)
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};
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combatOverlayVertsBottom = new WVec[]
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{
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new WVec(TopLeft.X, TopLeft.Y, VerticalBottomOffset),
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new WVec(BottomRight.X, TopLeft.Y, VerticalBottomOffset),
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new WVec(BottomRight.X, BottomRight.Y, VerticalBottomOffset),
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new WVec(TopLeft.X, BottomRight.Y, VerticalBottomOffset)
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};
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}
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public WDist DistanceFromEdge(WVec v)
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{
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var r = new int2(
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Math.Max(Math.Abs(v.X - center.X) - quadrantSize.X, 0),
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Math.Max(Math.Abs(v.Y - center.Y) - quadrantSize.Y, 0));
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return new WDist(r.Length);
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}
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public WDist DistanceFromEdge(WPos pos, Actor actor)
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{
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var actorPos = actor.CenterPosition;
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var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
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new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
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var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
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if (ApplyToAllTargetablePositions && targetablePositions.Any())
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{
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var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
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actorPos = positions.PositionClosestTo(pos);
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}
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if (pos.Z > actorPos.Z + VerticalTopOffset)
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
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if (pos.Z < actorPos.Z + VerticalBottomOffset)
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
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return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-orientation));
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}
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public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
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{
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var actorPos = actor.CenterPosition;
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var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
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new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
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var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
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if (ApplyToAllTargetablePositions && targetablePositions.Any())
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{
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var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
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foreach (var pos in positions)
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{
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var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation)));
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var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation)));
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wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
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wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
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}
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}
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else
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{
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var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation)));
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var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation)));
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wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
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wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
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}
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}
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}
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}
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