Implement TS bridge rendering.
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130
OpenRA.Mods.Common/Traits/Render/WithBridgeSpriteBody.cs
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130
OpenRA.Mods.Common/Traits/Render/WithBridgeSpriteBody.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 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.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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class WithBridgeSpriteBodyInfo : WithSpriteBodyInfo
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{
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public readonly string Type = "GroundLevelBridge";
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[Desc("Offset to search for the 'A' neighbour")]
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public readonly CVec AOffset = CVec.Zero;
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[Desc("Position to search for the 'B' neighbour")]
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public readonly CVec BOffset = CVec.Zero;
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[SequenceReference]
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[Desc("Sequences to use when both neighbours are alive.")]
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public readonly string[] Sequences = { "idle" };
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[SequenceReference]
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public readonly string[] ADestroyedSequences = { "adestroyed" };
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[SequenceReference]
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public readonly string[] BDestroyedSequences = { "bdestroyed" };
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[SequenceReference]
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public readonly string[] ABDestroyedSequences = { "abdestroyed" };
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public override object Create(ActorInitializer init) { return new WithBridgeSpriteBody(init, this); }
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var anim = new Animation(init.World, image);
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anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequences.First()), () => 0);
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yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale);
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}
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}
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class WithBridgeSpriteBody : WithSpriteBody, INotifyRemovedFromWorld
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{
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readonly WithBridgeSpriteBodyInfo bridgeInfo;
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readonly BridgeLayer bridgeLayer;
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readonly Actor self;
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public WithBridgeSpriteBody(ActorInitializer init, WithBridgeSpriteBodyInfo info)
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: base(init, info, () => 0)
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{
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self = init.Self;
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bridgeInfo = info;
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bridgeLayer = init.World.WorldActor.Trait<BridgeLayer>();
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}
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protected override void OnBuildComplete(Actor self)
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{
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if (bridgeInfo.AOffset != CVec.Zero)
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UpdateNeighbour(bridgeInfo.AOffset);
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if (bridgeInfo.BOffset != CVec.Zero)
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UpdateNeighbour(bridgeInfo.BOffset);
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SetDirty();
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}
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void UpdateNeighbour(CVec offset)
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{
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var neighbour = bridgeLayer[self.Location + offset];
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if (neighbour == null)
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return;
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var body = neighbour.TraitOrDefault<WithBridgeSpriteBody>();
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if (body != null && body.bridgeInfo.Type == bridgeInfo.Type)
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body.SetDirty();
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}
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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UpdateNeighbour(bridgeInfo.AOffset);
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UpdateNeighbour(bridgeInfo.BOffset);
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}
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void SetDirty()
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{
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self.World.AddFrameEndTask(w =>
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{
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var aDestroyed = bridgeInfo.AOffset != CVec.Zero && NeighbourIsDestroyed(bridgeInfo.AOffset);
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var bDestroyed = bridgeInfo.BOffset != CVec.Zero && NeighbourIsDestroyed(bridgeInfo.BOffset);
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var sequence = DefaultAnimation.CurrentSequence.Name;
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if (aDestroyed && bDestroyed && bridgeInfo.ABDestroyedSequences.Any())
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sequence = bridgeInfo.ABDestroyedSequences.Random(Game.CosmeticRandom);
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else if (aDestroyed && bridgeInfo.ADestroyedSequences.Any())
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sequence = bridgeInfo.ADestroyedSequences.Random(Game.CosmeticRandom);
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else if (bDestroyed && bridgeInfo.BDestroyedSequences.Any())
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sequence = bridgeInfo.BDestroyedSequences.Random(Game.CosmeticRandom);
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else
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sequence = bridgeInfo.Sequences.Random(Game.CosmeticRandom);
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, sequence));
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});
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}
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bool NeighbourIsDestroyed(CVec offset)
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{
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var neighbour = bridgeLayer[self.Location + offset];
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if (neighbour == null)
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return false;
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var segment = neighbour.TraitOrDefault<IBridgeSegment>();
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if (segment == null)
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return false;
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return segment.DamageState == DamageState.Dead;
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}
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}
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}
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