Merge Mods.RA into Mods.Cnc
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149
OpenRA.Mods.Cnc/Effects/GpsDot.cs
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149
OpenRA.Mods.Cnc/Effects/GpsDot.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Mods.Cnc.Traits;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Effects
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{
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[Desc("Attach this to actors to render pictograms while hidden.")]
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class GpsDotInfo : ITraitInfo
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{
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[Desc("Sprite collection for symbols.")]
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public readonly string Image = "gpsdot";
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[Desc("Sprite used for this actor.")]
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[SequenceReference("Image")] public readonly string String = "Infantry";
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[PaletteReference(true)] public readonly string IndicatorPalettePrefix = "player";
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public object Create(ActorInitializer init)
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{
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return new GpsDot(init.Self, this);
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}
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}
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class GpsDot : IEffect, IEffectAboveShroud
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{
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readonly Actor self;
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readonly GpsDotInfo info;
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readonly Animation anim;
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readonly PlayerDictionary<DotState> dotStates;
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readonly Lazy<HiddenUnderFog> huf;
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readonly Lazy<FrozenUnderFog> fuf;
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readonly Lazy<Disguise> disguise;
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readonly Lazy<Cloak> cloak;
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readonly Cache<Player, FrozenActorLayer> frozen;
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class DotState
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{
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public readonly GpsWatcher Gps;
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public bool IsTargetable;
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public bool ShouldRender;
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public DotState(GpsWatcher gps)
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{
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Gps = gps;
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}
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}
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public GpsDot(Actor self, GpsDotInfo info)
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{
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this.self = self;
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this.info = info;
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anim = new Animation(self.World, info.Image);
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anim.PlayRepeating(info.String);
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self.World.AddFrameEndTask(w => w.Add(this));
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huf = Exts.Lazy(() => self.TraitOrDefault<HiddenUnderFog>());
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fuf = Exts.Lazy(() => self.TraitOrDefault<FrozenUnderFog>());
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disguise = Exts.Lazy(() => self.TraitOrDefault<Disguise>());
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cloak = Exts.Lazy(() => self.TraitOrDefault<Cloak>());
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frozen = new Cache<Player, FrozenActorLayer>(p => p.PlayerActor.Trait<FrozenActorLayer>());
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dotStates = new PlayerDictionary<DotState>(self.World, player => new DotState(player.PlayerActor.Trait<GpsWatcher>()));
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}
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public bool IsDotVisible(Player toPlayer)
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{
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return dotStates[toPlayer].IsTargetable;
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}
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bool IsTargetableBy(Player toPlayer, out bool shouldRenderIndicator)
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{
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shouldRenderIndicator = false;
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if (cloak.Value != null && cloak.Value.Cloaked)
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return false;
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if (disguise.Value != null && disguise.Value.Disguised)
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return false;
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if (huf.Value != null && !huf.Value.IsVisible(self, toPlayer)
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&& toPlayer.Shroud.IsExplored(self.CenterPosition))
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{
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var f1 = FrozenActorForPlayer(toPlayer);
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shouldRenderIndicator = f1 == null || !f1.HasRenderables;
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return true;
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}
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if (fuf.Value == null)
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return false;
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var f2 = FrozenActorForPlayer(toPlayer);
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if (f2 == null)
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return false;
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shouldRenderIndicator = !f2.HasRenderables;
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return f2.Visible && !f2.Shrouded && toPlayer.Shroud.IsExplored(self.CenterPosition);
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}
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FrozenActor FrozenActorForPlayer(Player player)
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{
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return frozen[player].FromID(self.ActorID);
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}
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void IEffect.Tick(World world)
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{
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if (self.Disposed)
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world.AddFrameEndTask(w => w.Remove(this));
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for (var playerIndex = 0; playerIndex < dotStates.Count; playerIndex++)
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{
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var state = dotStates[playerIndex];
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var shouldRender = false;
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if (self.IsInWorld && !self.IsDead)
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state.IsTargetable = (state.Gps.Granted || state.Gps.GrantedAllies) && IsTargetableBy(world.Players[playerIndex], out shouldRender);
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state.ShouldRender = state.IsTargetable && shouldRender;
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}
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}
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IEnumerable<IRenderable> IEffect.Render(WorldRenderer wr) { return SpriteRenderable.None; }
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IEnumerable<IRenderable> IEffectAboveShroud.RenderAboveShroud(WorldRenderer wr)
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{
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if (self.World.RenderPlayer == null || !dotStates[self.World.RenderPlayer].ShouldRender || self.Disposed)
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return SpriteRenderable.None;
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var palette = wr.Palette(info.IndicatorPalettePrefix + self.Owner.InternalName);
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return anim.Render(self.CenterPosition, palette);
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}
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}
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}
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