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DefineClass.CoverObj = {
__parents = { "Object", "ComponentAttach" },
entity = false,
dbg_mesh = false,
}
function CoverObj:GameInit()
local parent = self:GetParent()
if not self:IsAligned() then
self:Notify("delete")
return
end
end
function CoverObj:IsAligned()
end
function CoverObj:Show()
end
function CoverObj:Hide()
if IsValid(self.dbg_mesh) then
DoneObject(self.dbg_mesh)
self.dbg_mesh = nil
end
end
DefineClass.CoverWall = {
__parents = { "CoverObj" },
}
function CoverWall:Show()
if not IsValid(self.dbg_mesh) then
self.dbg_mesh = PlaceObject("Mesh")
self.dbg_mesh:SetDepthTest(true)
local width = 3 * const.SlabSizeX / 10
local height = const.SlabSizeY
local depth = const.SlabSizeZ
width = width / 2
height = height / 2
--depth = -depth
local p_pstr = pstr("")
local function AddPoint(x,y,z)
p_pstr:AppendVertex(point(x*width, y*height, z*depth), RGB(120, 20, 180))
end
-- -x
AddPoint(-1, -1, 0) AddPoint(-1, 1, 0) AddPoint(-1, 1, 1)
AddPoint(-1, 1, 1) AddPoint(-1, -1, 1) AddPoint(-1, -1, 0)
-- +x
AddPoint( 1, -1, 0) AddPoint( 1, 1, 0) AddPoint( 1, 1, 1)
AddPoint( 1, 1, 1) AddPoint( 1, -1, 1) AddPoint( 1, -1, 0)
-- -y
AddPoint(-1, -1, 0) AddPoint( 1, -1, 0) AddPoint( 1, -1, 1)
AddPoint( 1, -1, 1) AddPoint(-1, -1, 1) AddPoint(-1, -1, 0)
-- +y
AddPoint(-1, 1, 0) AddPoint( 1, 1, 0) AddPoint( 1, 1, 1)
AddPoint( 1, 1, 1) AddPoint(-1, 1, 1) AddPoint(-1, 1, 0)
-- z0
AddPoint(-1, -1, 0) AddPoint(-1, 1, 0) AddPoint( 1, 1, 0)
AddPoint( 1, 1, 0) AddPoint( 1, -1, 0) AddPoint(-1, -1, 0)
-- +z
AddPoint(-1, -1, 1) AddPoint(-1, 1, 1) AddPoint( 1, 1, 1)
AddPoint( 1, 1, 1) AddPoint( 1, -1, 1) AddPoint(-1, -1, 1)
self.dbg_mesh:SetMesh(p_pstr)
self:Attach(self.dbg_mesh)
end
end
function CoverWall:IsAligned()
local x, y, z = self:GetPosXYZ()
local angle = self:GetAngle()
local tx, ty, tz = WallVoxelToWorld(WallWorldToVoxel(x, y, z, angle))
return x == tx and y == ty and z == tz
end
-- cover shields angle!
local cover_dir_angle = {
["up"] = 90 * 60,
["right"] = 2 * 90 * 60,
["down"] = 3 * 90 * 60,
["left"] = 0,
}
function GetCoverDirAngle(dir)
return cover_dir_angle[dir]
end
local coverHigh = const.CoverHigh
local coverLow = const.CoverLow
function GetCoversAt(pos_or_obj)
local up, right, down, left = GetCover(pos_or_obj)
if not up then
return
end
local covers = {
[cover_dir_angle.up] = (up == coverHigh or up == coverLow) and up or nil,
[cover_dir_angle.right] = (right == coverHigh or right == coverLow) and right or nil,
[cover_dir_angle.down] = (down == coverHigh or down == coverLow) and down or nil,
[cover_dir_angle.left] = (left == coverHigh or left == coverLow) and left or nil,
}
return next(covers) and covers or nil
end
local cover_offsets = {
point(0, -const.SlabSizeY / 2, 0), -- up
point(const.SlabSizeX / 2, 0, 0), -- "right"
point(0, const.SlabSizeY / 2, 0), -- "down"
point(-const.SlabSizeX / 2, 0, 0), -- "left"
}
function GetCoverOffset(angle)
local idx = 1 + (1 + CardinalDirection(angle) / (90*60)) % 4
return cover_offsets[idx]
end
function GetAngleCover(pos, angle)
local idx = 1 + (1 + CardinalDirection(angle) / (90*60)) % 4
local cover = select(idx, GetCover(pos))
return cover
end
function GetHighestCoverUI(pos_or_obj)
if not IsPoint(pos_or_obj) and pos_or_obj.return_pos then
pos_or_obj = pos_or_obj.return_pos
end
return GetHighestCover(pos_or_obj)
end
function GetCoverTypes(pos_or_obj)
local up, right, down, left = GetCover(pos_or_obj)
if not up then
return
end
local cover_low = up == coverLow or right == coverLow or down == coverLow or left == coverLow
local cover_high = up == coverHigh or right == coverHigh or down == coverHigh or left == coverHigh
return cover_high, cover_low
end
function GetHighestCover(pos_or_obj)
local high, low = GetCoverTypes(pos_or_obj)
if high then
return coverHigh
end
if low then
return coverLow
end
end
function GetUnitOrientationToHighCover(pos, angle)
local up, right, down, left = GetCover(pos)
if not up then
return
end
if up ~= coverHigh and right ~= coverHigh and down ~= coverHigh and left ~= coverHigh then
return
end
local max_diff = 90*60
local best_angle, best_diff
-- rotations against the cover
local a1 = cover_dir_angle.up + 180*60
local a2 = cover_dir_angle.right + 180*60
local a3 = cover_dir_angle.down + 180*60
local a4 = cover_dir_angle.left + 180*60
local diff1 = abs(AngleDiff(angle, a1))
local diff2 = abs(AngleDiff(angle, a2))
local diff3 = abs(AngleDiff(angle, a3))
local diff4 = abs(AngleDiff(angle, a4))
-- avoid facing another high cover
-- up / down
if right == coverHigh and diff2 < max_diff or left == coverHigh and diff4 < max_diff then
if up ~= coverHigh and (not best_diff or diff1 < best_diff) then best_angle, best_diff = a1, diff1 end
if down ~= coverHigh and (not best_diff or diff3 < best_diff) then best_angle, best_diff = a3, diff3 end
end
-- left / right
if up == coverHigh and diff1 < max_diff or down == coverHigh and diff3 < max_diff then
if left ~= coverHigh and (not best_diff or diff4 < best_diff) then best_angle, best_diff = a4, diff4 end
if right ~= coverHigh and (not best_diff or diff2 < best_diff) then best_angle, best_diff = a2, diff2 end
end
-- fallback (can face another high cover)
if not best_angle then
-- up / down
if right == coverHigh and diff2 < max_diff or left == coverHigh and diff4 < max_diff then
if not best_diff or diff1 < best_diff then best_angle, best_diff = a1, diff1 end
if not best_diff or diff3 < best_diff then best_angle, best_diff = a3, diff3 end
end
-- left / right
if up == coverHigh and diff1 < max_diff or down == coverHigh and diff3 < max_diff then
if not best_diff or diff4 < best_diff then best_angle, best_diff = a4, diff4 end
if not best_diff or diff2 < best_diff then best_angle, best_diff = a2, diff2 end
end
end
return best_angle
end
DefineClass.BaseObjectWithCover = {
__parents = { "AutoAttachObject" },
covers = false,
}
function BaseObjectWithCover:GameInit()
self.covers = self:GetAttaches("CoverObj")
for _, cover in ipairs(self.covers or empty_table) do
if self:GetParent() then
DoneObject(cover)
else
local pos = cover:GetPos() + cover:GetAttachOffset()
cover:Detach()
cover:SetPos(pos)
end
end
if self:GetParent() then
self.covers = {}
end
end
function BaseObjectWithCover:Done()
for _, obj in ipairs(self.covers) do
DoneObject(obj)
end
self.covers = nil
end
DefineClass.BaseCliff = {
__parents = { "FloorAlignedObj", "Deposition" },
flags = {efPathSlab = true},
}
DefineClass.BaseTrench = {
__parents = { "FloorAlignedObj", "Deposition" },
flags = {efPathSlab = true},
}
local halfVoxelSizeX = const.SlabSizeX / 2
local halfVoxelSizeY = const.SlabSizeY / 2
local VoxelSizeZ = const.SlabSizeZ
local clrInvisible = RGBA(0, 0, 0, 0)
local slabx, slaby, slabz = const.SlabSizeX, const.SlabSizeY, const.SlabSizeZ
function GetVoxelBox(padding, world_pos)
padding = padding or 1
world_pos = world_pos or GetCursorPos()
local surface = terrain.GetHeight(world_pos)
world_pos = (surface and surface > world_pos:z()) and world_pos:SetZ(surface) or world_pos
local x, y, z = VoxelToWorld(WorldToVoxel(world_pos))
local pt2d = point(x, y)
local offset = point(padding * slabx + slabx / 2, padding * slaby + slaby / 2)
local bbox = box(pt2d - offset, pt2d + offset)
local minz, maxz = z, z
MapForEach(bbox, function(obj)
local obj_bbox = obj:GetEntityBBox()
local obj_z = obj:GetPos():z()
if obj_z then
local obj_minz, obj_maxz = obj_z + obj_bbox:minz(), obj_z + obj_bbox:maxz()
minz = (obj_minz < minz) and obj_minz or minz
maxz = (obj_maxz > maxz) and obj_maxz or maxz
end
end)
minz = minz - slabz / 2 - padding * slabz
maxz = maxz + slabz / 2 + padding * slabz
return box(bbox:min():SetZ(minz), bbox:max():SetZ(maxz))
end
function GetCoverPercentage(stand_pos, attack_pos, target_stance)
local cover, any, coverage = PosGetCoverPercentageFrom(stand_pos, attack_pos)
if cover == coverLow and target_stance == "Standing" then
cover, coverage = false, 0
end
return cover, any, coverage or 0
end
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