Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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177
OpenRA.Mods.Common/Traits/HitShape.cs
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177
OpenRA.Mods.Common/Traits/HitShape.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Collections.Immutable;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.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 ImmutableArray<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;
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[FieldLoader.LoadUsing(nameof(LoadShape))]
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[Desc("Engine comes with support for `Circle`, `Capsule`, `Polygon` and `Rectangle`. Defaults to `Circle` when left empty.")]
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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.NodeWithKeyOrDefault("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 {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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readonly BodyOrientation orientation;
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ITargetableCells targetableCells;
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Turreted turret;
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((CPos Cell, SubCell SubCell)[] TargetableCells,
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WPos? SelfCenterPosition,
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WRot? SelfOrientation,
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WRot? TurretLocalOrientation,
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WVec? TurretOffset) cacheInput;
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WPos[] cachedTargetablePositions;
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public HitShape(Actor self, HitShapeInfo info)
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: base(info)
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{
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orientation = self.Trait<BodyOrientation>();
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}
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protected override void Created(Actor self)
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{
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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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IEnumerable<WPos> ITargetablePositions.TargetablePositions(Actor self)
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{
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if (IsTraitDisabled)
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return [];
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// Check for changes in inputs that affect the result of the TargetablePositions method.
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// If the inputs have not changed we can cache and reuse the result for later calls.
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// i.e. we are treating the method as a pure function.
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var newCacheInput = (
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Info.UseTargetableCellsOffsets ? targetableCells?.TargetableCells() : null,
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Info.TargetableOffsets.Length > 0 ? self.CenterPosition : (WPos?)null,
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Info.TargetableOffsets.Length > 0 ? self.Orientation : (WRot?)null,
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Info.TargetableOffsets.Length > 0 ? turret?.LocalOrientation : null,
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Info.TargetableOffsets.Length > 0 ? turret?.Offset : null);
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if (cachedTargetablePositions == null ||
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cacheInput != newCacheInput)
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{
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cachedTargetablePositions = TargetablePositions(self).ToArray();
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cacheInput = newCacheInput;
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}
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return cachedTargetablePositions;
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}
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IEnumerable<WPos> TargetablePositions(Actor self)
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{
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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.Cell);
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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, in WVec offset)
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{
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var localOffset = offset;
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var quantizedBodyOrientation = orientation.QuantizeOrientation(self.Orientation);
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if (turret != null)
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{
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localOffset = localOffset.Rotate(turret.LocalOrientation);
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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 = turret != null ? self.CenterPosition + turret.Position(self) : self.CenterPosition;
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var orientation = turret != null ? turret.WorldOrientation : self.Orientation;
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return Info.Type.DistanceFromEdge(pos, origin, orientation);
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}
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public IEnumerable<IRenderable> RenderDebugAnnotations(Actor self)
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{
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var targetPosHLine = new WVec(0, 128, 0);
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var targetPosVLine = new WVec(128, 0, 0);
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var targetPosColor = IsTraitDisabled ? Color.Gainsboro : Color.Lime;
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foreach (var p in TargetablePositions(self))
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{
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yield return new LineAnnotationRenderable(p - targetPosHLine, p + targetPosHLine, 1, targetPosColor);
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yield return new LineAnnotationRenderable(p - targetPosVLine, p + targetPosVLine, 1, targetPosColor);
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}
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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 = turret != null ? self.CenterPosition + turret.Position(self) : self.CenterPosition;
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var orientation = turret != null ? turret.WorldOrientation : self.Orientation;
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return Info.Type.RenderDebugOverlay(this, wr, origin, orientation);
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}
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}
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}
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