Simplify and fix code quality in GpsDot.

This commit is contained in:
Paul Chote
2017-10-22 16:25:32 +00:00
committed by reaperrr
parent 1376ad674e
commit 4fe7ffed85
4 changed files with 167 additions and 150 deletions

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@@ -1,149 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
* 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 OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Mods.Cnc.Traits;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Effects
{
[Desc("Attach this to actors to render pictograms while hidden.")]
class GpsDotInfo : ITraitInfo
{
[Desc("Sprite collection for symbols.")]
public readonly string Image = "gpsdot";
[Desc("Sprite used for this actor.")]
[SequenceReference("Image")] public readonly string String = "Infantry";
[PaletteReference(true)] public readonly string IndicatorPalettePrefix = "player";
public object Create(ActorInitializer init)
{
return new GpsDot(init.Self, this);
}
}
class GpsDot : IEffect, IEffectAboveShroud
{
readonly Actor self;
readonly GpsDotInfo info;
readonly Animation anim;
readonly PlayerDictionary<DotState> dotStates;
readonly Lazy<HiddenUnderFog> huf;
readonly Lazy<FrozenUnderFog> fuf;
readonly Lazy<Disguise> disguise;
readonly Lazy<Cloak> cloak;
readonly Cache<Player, FrozenActorLayer> frozen;
class DotState
{
public readonly GpsWatcher Gps;
public bool IsTargetable;
public bool ShouldRender;
public DotState(GpsWatcher gps)
{
Gps = gps;
}
}
public GpsDot(Actor self, GpsDotInfo info)
{
this.self = self;
this.info = info;
anim = new Animation(self.World, info.Image);
anim.PlayRepeating(info.String);
self.World.AddFrameEndTask(w => w.Add(this));
huf = Exts.Lazy(() => self.TraitOrDefault<HiddenUnderFog>());
fuf = Exts.Lazy(() => self.TraitOrDefault<FrozenUnderFog>());
disguise = Exts.Lazy(() => self.TraitOrDefault<Disguise>());
cloak = Exts.Lazy(() => self.TraitOrDefault<Cloak>());
frozen = new Cache<Player, FrozenActorLayer>(p => p.PlayerActor.Trait<FrozenActorLayer>());
dotStates = new PlayerDictionary<DotState>(self.World, player => new DotState(player.PlayerActor.Trait<GpsWatcher>()));
}
public bool IsDotVisible(Player toPlayer)
{
return dotStates[toPlayer].IsTargetable;
}
bool IsTargetableBy(Player toPlayer, out bool shouldRenderIndicator)
{
shouldRenderIndicator = false;
if (cloak.Value != null && cloak.Value.Cloaked)
return false;
if (disguise.Value != null && disguise.Value.Disguised)
return false;
if (huf.Value != null && !huf.Value.IsVisible(self, toPlayer)
&& toPlayer.Shroud.IsExplored(self.CenterPosition))
{
var f1 = FrozenActorForPlayer(toPlayer);
shouldRenderIndicator = f1 == null || !f1.HasRenderables;
return true;
}
if (fuf.Value == null)
return false;
var f2 = FrozenActorForPlayer(toPlayer);
if (f2 == null)
return false;
shouldRenderIndicator = !f2.HasRenderables;
return f2.Visible && !f2.Shrouded && toPlayer.Shroud.IsExplored(self.CenterPosition);
}
FrozenActor FrozenActorForPlayer(Player player)
{
return frozen[player].FromID(self.ActorID);
}
void IEffect.Tick(World world)
{
if (self.Disposed)
world.AddFrameEndTask(w => w.Remove(this));
for (var playerIndex = 0; playerIndex < dotStates.Count; playerIndex++)
{
var state = dotStates[playerIndex];
var shouldRender = false;
if (self.IsInWorld && !self.IsDead)
state.IsTargetable = (state.Gps.Granted || state.Gps.GrantedAllies) && IsTargetableBy(world.Players[playerIndex], out shouldRender);
state.ShouldRender = state.IsTargetable && shouldRender;
}
}
IEnumerable<IRenderable> IEffect.Render(WorldRenderer wr) { return SpriteRenderable.None; }
IEnumerable<IRenderable> IEffectAboveShroud.RenderAboveShroud(WorldRenderer wr)
{
if (self.World.RenderPlayer == null || !dotStates[self.World.RenderPlayer].ShouldRender || self.Disposed)
return SpriteRenderable.None;
var palette = wr.Palette(info.IndicatorPalettePrefix + self.Owner.InternalName);
return anim.Render(self.CenterPosition, palette);
}
}
}

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@@ -0,0 +1,112 @@
#region Copyright & License Information
/*
* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
* 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.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Mods.Cnc.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Effects
{
class GpsDotEffect : IEffect, IEffectAboveShroud
{
readonly Actor actor;
readonly GpsDotInfo info;
readonly Animation anim;
readonly PlayerDictionary<DotState> dotStates;
readonly IDefaultVisibility visibility;
readonly IVisibilityModifier[] visibilityModifiers;
class DotState
{
public readonly GpsWatcher Watcher;
public readonly FrozenActor FrozenActor;
public bool Visible;
public DotState(Actor a, GpsWatcher watcher, FrozenActorLayer frozenLayer)
{
Watcher = watcher;
if (frozenLayer != null)
FrozenActor = frozenLayer.FromID(a.ActorID);
}
}
public GpsDotEffect(Actor actor, GpsDotInfo info)
{
this.actor = actor;
this.info = info;
anim = new Animation(actor.World, info.Image);
anim.PlayRepeating(info.String);
visibility = actor.Trait<IDefaultVisibility>();
visibilityModifiers = actor.TraitsImplementing<IVisibilityModifier>().ToArray();
dotStates = new PlayerDictionary<DotState>(actor.World,
p => new DotState(actor, p.PlayerActor.Trait<GpsWatcher>(), p.PlayerActor.TraitOrDefault<FrozenActorLayer>()));
}
bool ShouldRender(DotState state, Player toPlayer)
{
// Hide the indicator if no watchers are available
if (!state.Watcher.Granted && !state.Watcher.GrantedAllies)
return false;
// Hide the indicator if a frozen actor portrait is visible
if (state.FrozenActor != null && state.FrozenActor.HasRenderables)
return false;
// Hide the indicator if the unit appears to be owned by an allied player
if (actor.EffectiveOwner != null && actor.EffectiveOwner.Owner != null &&
toPlayer.IsAlliedWith(actor.EffectiveOwner.Owner))
return false;
// Hide indicator if the actor wouldn't otherwise be visible if there wasn't fog
foreach (var visibilityModifier in visibilityModifiers)
if (!visibilityModifier.IsVisible(actor, toPlayer))
return false;
// Hide the indicator behind shroud
if (!toPlayer.Shroud.IsExplored(actor.CenterPosition))
return false;
return !visibility.IsVisible(actor, toPlayer) && toPlayer.Shroud.IsExplored(actor.CenterPosition);
}
void IEffect.Tick(World world)
{
for (var playerIndex = 0; playerIndex < dotStates.Count; playerIndex++)
{
var state = dotStates[playerIndex];
state.Visible = ShouldRender(state, world.Players[playerIndex]);
}
}
IEnumerable<IRenderable> IEffect.Render(WorldRenderer wr)
{
return SpriteRenderable.None;
}
IEnumerable<IRenderable> IEffectAboveShroud.RenderAboveShroud(WorldRenderer wr)
{
if (actor.World.RenderPlayer == null || !dotStates[actor.World.RenderPlayer].Visible)
return SpriteRenderable.None;
var effectiveOwner = actor.EffectiveOwner != null && actor.EffectiveOwner.Owner != null ?
actor.EffectiveOwner.Owner : actor.Owner;
var palette = wr.Palette(info.IndicatorPalettePrefix + effectiveOwner.InternalName);
return anim.Render(actor.CenterPosition, palette);
}
}
}

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@@ -100,7 +100,7 @@
<Compile Include="Activities\LayMines.cs" /> <Compile Include="Activities\LayMines.cs" />
<Compile Include="Activities\Leap.cs" /> <Compile Include="Activities\Leap.cs" />
<Compile Include="Activities\Teleport.cs" /> <Compile Include="Activities\Teleport.cs" />
<Compile Include="Effects\GpsDot.cs" /> <Compile Include="Effects\GpsDotEffect.cs" />
<Compile Include="Effects\GpsSatellite.cs" /> <Compile Include="Effects\GpsSatellite.cs" />
<Compile Include="Effects\SatelliteLaunch.cs" /> <Compile Include="Effects\SatelliteLaunch.cs" />
<Compile Include="Projectiles\TeslaZap.cs" /> <Compile Include="Projectiles\TeslaZap.cs" />
@@ -158,6 +158,7 @@
<Compile Include="Traits\World\VoxelNormalsPalette.cs" /> <Compile Include="Traits\World\VoxelNormalsPalette.cs" />
<Compile Include="Traits\TDGunboat.cs" /> <Compile Include="Traits\TDGunboat.cs" />
<Compile Include="Traits\Attack\AttackTDGunboatTurreted.cs" /> <Compile Include="Traits\Attack\AttackTDGunboatTurreted.cs" />
<Compile Include="Traits\GpsDot.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj"> <ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">

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@@ -0,0 +1,53 @@
#region Copyright & License Information
/*
* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
* 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 OpenRA.Graphics;
using OpenRA.Mods.Cnc.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[Desc("Show an indicator revealing the actor underneath the fog when a GPSWatcher is activated.")]
class GpsDotInfo : ITraitInfo
{
[Desc("Sprite collection for symbols.")]
public readonly string Image = "gpsdot";
[Desc("Sprite used for this actor.")]
[SequenceReference("Image")] public readonly string String = "Infantry";
[PaletteReference(true)] public readonly string IndicatorPalettePrefix = "player";
public object Create(ActorInitializer init) { return new GpsDot(this); }
}
class GpsDot : INotifyAddedToWorld, INotifyRemovedFromWorld
{
readonly GpsDotInfo info;
GpsDotEffect effect;
public GpsDot(GpsDotInfo info)
{
this.info = info;
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
effect = new GpsDotEffect(self, info);
self.World.AddFrameEndTask(w => w.Add(effect));
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
self.World.AddFrameEndTask(w => w.Remove(effect));
}
}
}