Add InfiltrateForDecoration trait.

This commit is contained in:
Paul Chote
2016-09-21 22:48:36 +01:00
parent 678f9563f6
commit abf837a934
4 changed files with 57 additions and 10 deletions

View File

@@ -69,7 +69,17 @@ namespace OpenRA.Mods.Common.Traits.Render
Anim.PlayRepeating(info.Sequence); Anim.PlayRepeating(info.Sequence);
} }
public virtual bool ShouldRender(Actor self) { return true; } protected virtual bool ShouldRender(Actor self)
{
if (self.World.RenderPlayer != null)
{
var stance = self.Owner.Stances[self.World.RenderPlayer];
if (!Info.ValidStances.HasStance(stance))
return false;
}
return true;
}
IEnumerable<IRenderable> IRenderAboveShroud.RenderAboveShroud(Actor self, WorldRenderer wr) IEnumerable<IRenderable> IRenderAboveShroud.RenderAboveShroud(Actor self, WorldRenderer wr)
{ {
@@ -86,13 +96,6 @@ namespace OpenRA.Mods.Common.Traits.Render
if (IsTraitDisabled || self.IsDead || !self.IsInWorld || Anim == null) if (IsTraitDisabled || self.IsDead || !self.IsInWorld || Anim == null)
return Enumerable.Empty<IRenderable>(); return Enumerable.Empty<IRenderable>();
if (self.World.RenderPlayer != null)
{
var stance = self.Owner.Stances[self.World.RenderPlayer];
if (!Info.ValidStances.HasStance(stance))
return Enumerable.Empty<IRenderable>();
}
if (!ShouldRender(self) || self.World.FogObscures(self)) if (!ShouldRender(self) || self.World.FogObscures(self))
return Enumerable.Empty<IRenderable>(); return Enumerable.Empty<IRenderable>();

View File

@@ -31,9 +31,9 @@ namespace OpenRA.Mods.D2k.Traits.Render
carryable = self.Trait<Carryable>(); carryable = self.Trait<Carryable>();
} }
public override bool ShouldRender(Actor self) protected override bool ShouldRender(Actor self)
{ {
return carryable.Reserved; return carryable.Reserved && base.ShouldRender(self);
} }
} }
} }

View File

@@ -116,6 +116,7 @@
<Compile Include="Scripting\Properties\ParatroopersProperties.cs" /> <Compile Include="Scripting\Properties\ParatroopersProperties.cs" />
<Compile Include="Traits\Render\WithDisguisingInfantryBody.cs" /> <Compile Include="Traits\Render\WithDisguisingInfantryBody.cs" />
<Compile Include="ImportRedAlertLegacyMapCommand.cs" /> <Compile Include="ImportRedAlertLegacyMapCommand.cs" />
<Compile Include="Traits\Infiltration\InfiltrateForDecoration.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj"> <ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">

View File

@@ -0,0 +1,43 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 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.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Reveals a decoration sprite to the indicated players when infiltrated.")]
class InfiltrateForDecorationInfo : WithDecorationInfo
{
public override object Create(ActorInitializer init) { return new InfiltrateForDecoration(init.Self, this); }
}
class InfiltrateForDecoration : WithDecoration, INotifyInfiltrated
{
readonly HashSet<Player> infiltrators = new HashSet<Player>();
public InfiltrateForDecoration(Actor self, InfiltrateForDecorationInfo info)
: base(self, info) { }
public void Infiltrated(Actor self, Actor infiltrator)
{
infiltrators.Add(infiltrator.Owner);
}
protected override bool ShouldRender(Actor self)
{
return self.World.RenderPlayer == null || infiltrators.Any(i =>
Info.ValidStances.HasStance(i.Stances[self.World.RenderPlayer]));
}
}
}