Simplify and fix code quality in GpsDot.
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112
OpenRA.Mods.Cnc/Effects/GpsDotEffect.cs
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112
OpenRA.Mods.Cnc/Effects/GpsDotEffect.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.Collections.Generic;
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using System.Linq;
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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.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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class GpsDotEffect : IEffect, IEffectAboveShroud
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{
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readonly Actor actor;
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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 IDefaultVisibility visibility;
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readonly IVisibilityModifier[] visibilityModifiers;
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class DotState
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{
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public readonly GpsWatcher Watcher;
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public readonly FrozenActor FrozenActor;
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public bool Visible;
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public DotState(Actor a, GpsWatcher watcher, FrozenActorLayer frozenLayer)
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{
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Watcher = watcher;
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if (frozenLayer != null)
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FrozenActor = frozenLayer.FromID(a.ActorID);
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}
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}
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public GpsDotEffect(Actor actor, GpsDotInfo info)
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{
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this.actor = actor;
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this.info = info;
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anim = new Animation(actor.World, info.Image);
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anim.PlayRepeating(info.String);
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visibility = actor.Trait<IDefaultVisibility>();
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visibilityModifiers = actor.TraitsImplementing<IVisibilityModifier>().ToArray();
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dotStates = new PlayerDictionary<DotState>(actor.World,
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p => new DotState(actor, p.PlayerActor.Trait<GpsWatcher>(), p.PlayerActor.TraitOrDefault<FrozenActorLayer>()));
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}
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bool ShouldRender(DotState state, Player toPlayer)
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{
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// Hide the indicator if no watchers are available
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if (!state.Watcher.Granted && !state.Watcher.GrantedAllies)
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return false;
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// Hide the indicator if a frozen actor portrait is visible
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if (state.FrozenActor != null && state.FrozenActor.HasRenderables)
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return false;
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// Hide the indicator if the unit appears to be owned by an allied player
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if (actor.EffectiveOwner != null && actor.EffectiveOwner.Owner != null &&
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toPlayer.IsAlliedWith(actor.EffectiveOwner.Owner))
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return false;
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// Hide indicator if the actor wouldn't otherwise be visible if there wasn't fog
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foreach (var visibilityModifier in visibilityModifiers)
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if (!visibilityModifier.IsVisible(actor, toPlayer))
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return false;
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// Hide the indicator behind shroud
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if (!toPlayer.Shroud.IsExplored(actor.CenterPosition))
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return false;
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return !visibility.IsVisible(actor, toPlayer) && toPlayer.Shroud.IsExplored(actor.CenterPosition);
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}
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void IEffect.Tick(World world)
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{
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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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state.Visible = ShouldRender(state, world.Players[playerIndex]);
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}
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}
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IEnumerable<IRenderable> IEffect.Render(WorldRenderer wr)
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{
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return SpriteRenderable.None;
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}
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IEnumerable<IRenderable> IEffectAboveShroud.RenderAboveShroud(WorldRenderer wr)
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{
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if (actor.World.RenderPlayer == null || !dotStates[actor.World.RenderPlayer].Visible)
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return SpriteRenderable.None;
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var effectiveOwner = actor.EffectiveOwner != null && actor.EffectiveOwner.Owner != null ?
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actor.EffectiveOwner.Owner : actor.Owner;
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var palette = wr.Palette(info.IndicatorPalettePrefix + effectiveOwner.InternalName);
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return anim.Render(actor.CenterPosition, palette);
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}
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}
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}
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