Move some Building traits and related elements to Mods.Common
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136
OpenRA.Mods.Common/Traits/Modifiers/FrozenUnderFog.cs
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136
OpenRA.Mods.Common/Traits/Modifiers/FrozenUnderFog.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* 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 System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor will remain visible (but not updated visually) under fog, once discovered.")]
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public class FrozenUnderFogInfo : ITraitInfo, Requires<BuildingInfo>
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{
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public readonly bool StartsRevealed = false;
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public object Create(ActorInitializer init) { return new FrozenUnderFog(init, this); }
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}
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public class FrozenUnderFog : IRenderModifier, IVisibilityModifier, ITick, ITickRender, ISync
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{
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[Sync] public int VisibilityHash;
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readonly bool startsRevealed;
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readonly CPos[] footprintInMapsCoords;
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readonly CellRegion footprintRegion;
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readonly Lazy<IToolTip> tooltip;
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readonly Lazy<Health> health;
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readonly Dictionary<Player, bool> visible;
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readonly Dictionary<Player, FrozenActor> frozen;
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bool initialized;
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public FrozenUnderFog(ActorInitializer init, FrozenUnderFogInfo info)
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{
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// Spawned actors (e.g. building husks) shouldn't be revealed
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startsRevealed = info.StartsRevealed && !init.Contains<ParentActorInit>();
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var footprint = FootprintUtils.Tiles(init.self).ToList();
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footprintInMapsCoords = footprint.Select(cell => Map.CellToMap(init.world.Map.TileShape, cell)).ToArray();
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footprintRegion = CellRegion.BoundingRegion(init.world.Map.TileShape, footprint);
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tooltip = Exts.Lazy(() => init.self.TraitsImplementing<IToolTip>().FirstOrDefault());
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tooltip = Exts.Lazy(() => init.self.TraitsImplementing<IToolTip>().FirstOrDefault());
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health = Exts.Lazy(() => init.self.TraitOrDefault<Health>());
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frozen = new Dictionary<Player, FrozenActor>();
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visible = init.world.Players.ToDictionary(p => p, p => false);
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}
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public bool IsVisible(Actor self, Player byPlayer)
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{
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return byPlayer == null || visible[byPlayer];
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}
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public void Tick(Actor self)
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{
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if (self.Destroyed)
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return;
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VisibilityHash = 0;
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foreach (var p in self.World.Players)
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{
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// We are doing the following LINQ manually to avoid allocating an extra delegate since this is a hot path.
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// var isVisible = footprintInMapsCoords.Any(mapCoord => p.Shroud.IsVisibleTest(footprintRegion)(mapCoord.X, mapCoord.Y));
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var isVisibleTest = p.Shroud.IsVisibleTest(footprintRegion);
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var isVisible = false;
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foreach (var mapCoord in footprintInMapsCoords)
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if (isVisibleTest(mapCoord.X, mapCoord.Y))
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{
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isVisible = true;
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break;
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}
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visible[p] = isVisible;
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if (isVisible)
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VisibilityHash += p.ClientIndex;
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}
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if (!initialized)
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{
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foreach (var p in self.World.Players)
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{
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visible[p] |= startsRevealed;
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p.PlayerActor.Trait<FrozenActorLayer>().Add(frozen[p] = new FrozenActor(self, footprintInMapsCoords, footprintRegion));
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}
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initialized = true;
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}
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foreach (var player in self.World.Players)
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{
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if (!visible[player])
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continue;
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var actor = frozen[player];
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actor.Owner = self.Owner;
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if (health.Value != null)
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{
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actor.HP = health.Value.HP;
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actor.DamageState = health.Value.DamageState;
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}
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if (tooltip.Value != null)
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{
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actor.TooltipInfo = tooltip.Value.TooltipInfo;
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actor.TooltipOwner = tooltip.Value.Owner;
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}
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}
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}
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public void TickRender(WorldRenderer wr, Actor self)
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{
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if (self.Destroyed || !initialized || !visible.Values.Any(v => v))
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return;
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var renderables = self.Render(wr).ToArray();
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foreach (var player in self.World.Players)
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if (visible[player])
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frozen[player].Renderables = renderables;
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}
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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return IsVisible(self, self.World.RenderPlayer) ? r : SpriteRenderable.None;
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}
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}
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}
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