Files
OpenRA/OpenRA.Mods.Common/Traits/Turreted.cs
RoosterDragon d4135d608e Fix IDE0039
2023-02-27 10:09:11 +01:00

324 lines
9.2 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class TurretedInfo : PausableConditionalTraitInfo, Requires<BodyOrientationInfo>, IActorPreviewInitInfo, IEditorActorOptions
{
public readonly string Turret = "primary";
[Desc("Speed at which the turret turns.")]
public readonly WAngle TurnSpeed = new WAngle(512);
public readonly WAngle InitialFacing = WAngle.Zero;
[Desc("Number of ticks before turret is realigned. (-1 turns off realignment)")]
public readonly int RealignDelay = 40;
[Desc("Muzzle position relative to turret or body. (forward, right, up) triples")]
public readonly WVec Offset = WVec.Zero;
[Desc("Display order for the turret facing slider in the map editor")]
public readonly int EditorTurretFacingDisplayOrder = 4;
IEnumerable<ActorInit> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
{
yield return new TurretFacingInit(this, InitialFacing);
}
IEnumerable<EditorActorOption> IEditorActorOptions.ActorOptions(ActorInfo ai, World world)
{
yield return new EditorActorSlider("Turret", EditorTurretFacingDisplayOrder, 0, 1023, 8,
actor =>
{
var init = actor.GetInitOrDefault<TurretFacingInit>(this);
if (init != null)
return init.Value.Angle;
return InitialFacing.Angle;
},
(actor, value) => actor.ReplaceInit(new TurretFacingInit(this, new WAngle((int)value)), this));
}
public static Func<WAngle> WorldFacingFromInit(IActorInitializer init, TraitInfo info, WAngle defaultFacing)
{
// (Dynamic)TurretFacingInit is specified relative to the actor body.
// We need to add the body facing to return an absolute world angle.
Func<WAngle> bodyFacing = null;
var facingInit = init.GetOrDefault<FacingInit>();
if (facingInit != null)
{
var facing = facingInit.Value;
bodyFacing = () => facing;
}
var turretFacingInit = init.GetOrDefault<TurretFacingInit>(info);
if (turretFacingInit != null)
{
var facing = turretFacingInit.Value;
return bodyFacing != null ? (Func<WAngle>)(() => bodyFacing() + facing) : () => facing;
}
var dynamicFacingInit = init.GetOrDefault<DynamicTurretFacingInit>(info);
if (dynamicFacingInit != null)
return bodyFacing != null ? () => bodyFacing() + dynamicFacingInit.Value() : dynamicFacingInit.Value;
return bodyFacing ?? (() => defaultFacing);
}
public Func<WAngle> WorldFacingFromInit(IActorInitializer init)
{
return WorldFacingFromInit(init, this, InitialFacing);
}
public Func<WAngle> LocalFacingFromInit(IActorInitializer init)
{
var turretFacingInit = init.GetOrDefault<TurretFacingInit>(this);
if (turretFacingInit != null)
{
var facing = turretFacingInit.Value;
return () => facing;
}
var dynamicFacingInit = init.GetOrDefault<DynamicTurretFacingInit>(this);
if (dynamicFacingInit != null)
return dynamicFacingInit.Value;
return () => InitialFacing;
}
// Turret offset in world-space
public Func<WVec> PreviewPosition(ActorPreviewInitializer init, Func<WRot> orientation)
{
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
return () => body.LocalToWorld(Offset.Rotate(orientation()));
}
// Orientation in world-space
public Func<WRot> PreviewOrientation(ActorPreviewInitializer init, Func<WRot> orientation, int facings)
{
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
var turretFacing = LocalFacingFromInit(init);
WRot World() => WRot.FromYaw(turretFacing()).Rotate(orientation());
if (facings == 0)
return World;
// Quantize orientation to match a rendered sprite
// Implies no pitch or roll
return () => WRot.FromYaw(body.QuantizeFacing(World().Yaw, facings));
}
public override object Create(ActorInitializer init) { return new Turreted(init, this); }
}
public class Turreted : PausableConditionalTrait<TurretedInfo>, ITick, IDeathActorInitModifier, IActorPreviewInitModifier
{
AttackTurreted attack;
IFacing facing;
BodyOrientation body;
[Sync]
public int QuantizedFacings = 0;
WVec desiredDirection;
int realignTick = 0;
bool realignDesired;
public WRot WorldOrientation
{
get
{
var world = facing != null ? LocalOrientation.Rotate(facing.Orientation) : LocalOrientation;
if (QuantizedFacings == 0)
return world;
// Quantize orientation to match a rendered sprite
// Implies no pitch or roll
return WRot.FromYaw(body.QuantizeFacing(world.Yaw, QuantizedFacings));
}
}
public WRot LocalOrientation { get; private set; }
// For subclasses that want to move the turret relative to the body
protected WVec localOffset = WVec.Zero;
public WVec Offset => Info.Offset + localOffset;
public string Name => Info.Turret;
public Turreted(ActorInitializer init, TurretedInfo info)
: base(info)
{
LocalOrientation = WRot.FromYaw(info.LocalFacingFromInit(init)());
}
protected override void Created(Actor self)
{
base.Created(self);
attack = self.TraitsImplementing<AttackTurreted>().SingleOrDefault(at => ((AttackTurretedInfo)at.Info).Turrets.Contains(Info.Turret));
facing = self.TraitOrDefault<IFacing>();
body = self.Trait<BodyOrientation>();
}
void ITick.Tick(Actor self)
{
Tick(self);
}
protected virtual void Tick(Actor self)
{
if (IsTraitDisabled)
return;
// NOTE: FaceTarget is called in AttackTurreted.CanAttack if the turret has a target.
if (attack != null)
{
// Only realign while not attacking anything
if (attack.IsAiming)
{
realignTick = 0;
return;
}
if (realignTick < Info.RealignDelay)
realignTick++;
else if (Info.RealignDelay > -1)
{
realignDesired = true;
desiredDirection = WVec.Zero;
}
MoveTurret();
}
else
{
realignTick = 0;
MoveTurret();
}
}
WAngle DesiredLocalFacing
{
get
{
// A zero value means that we have a target, but it is on top of us
if (desiredDirection == WVec.Zero)
return LocalOrientation.Yaw;
if (facing == null)
return desiredDirection.Yaw;
// PERF: If the turret rotation axis is vertical we can directly take the difference in facing/yaw
var orientation = facing.Orientation;
if (orientation.Pitch == WAngle.Zero && orientation.Roll == WAngle.Zero)
return desiredDirection.Yaw - orientation.Yaw;
// If the turret rotation axis is not vertical we must transform the
// target direction into the turrets local coordinate system
return desiredDirection.Rotate(-orientation).Yaw;
}
}
void MoveTurret()
{
var desired = realignDesired ? Info.InitialFacing : DesiredLocalFacing;
if (desired == LocalOrientation.Yaw)
return;
LocalOrientation = LocalOrientation.WithYaw(Util.TickFacing(LocalOrientation.Yaw, desired, Info.TurnSpeed));
if (desired == LocalOrientation.Yaw)
{
realignDesired = false;
desiredDirection = WVec.Zero;
}
}
public bool FaceTarget(Actor self, in Target target)
{
if (IsTraitDisabled || IsTraitPaused || attack == null || attack.IsTraitDisabled || attack.IsTraitPaused)
return false;
if (target.Type == TargetType.Invalid)
{
desiredDirection = WVec.Zero;
return false;
}
var turretPos = self.CenterPosition + Position(self);
var targetPos = attack.GetTargetPosition(turretPos, target);
desiredDirection = targetPos - turretPos;
realignDesired = false;
MoveTurret();
return HasAchievedDesiredFacing;
}
public virtual bool HasAchievedDesiredFacing
{
get
{
var desired = realignDesired ? Info.InitialFacing : DesiredLocalFacing;
return desired == LocalOrientation.Yaw;
}
}
// Turret offset in world-space
public WVec Position(Actor self)
{
var bodyOrientation = body.QuantizeOrientation(self.Orientation);
return body.LocalToWorld(Offset.Rotate(bodyOrientation));
}
public void ModifyDeathActorInit(Actor self, TypeDictionary init)
{
init.Add(new TurretFacingInit(Info, LocalOrientation.Yaw));
}
void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
{
inits.Add(new DynamicTurretFacingInit(Info, () => LocalOrientation.Yaw));
}
protected override void TraitDisabled(Actor self)
{
if (attack != null && attack.IsAiming)
attack.OnStopOrder(self);
}
}
public class TurretFacingInit : ValueActorInit<WAngle>
{
public TurretFacingInit(TraitInfo info, WAngle value)
: base(info, value) { }
public TurretFacingInit(string instanceName, WAngle value)
: base(instanceName, value) { }
public TurretFacingInit(WAngle value)
: base(value) { }
}
public class DynamicTurretFacingInit : ValueActorInit<Func<WAngle>>
{
public DynamicTurretFacingInit(TraitInfo info, Func<WAngle> value)
: base(info, value) { }
}
}