Renormalize line endings and fix copyright headers again.
This commit is contained in:
@@ -1,38 +1,48 @@
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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 System.Text;
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namespace OpenRA.Traits.Activities
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{
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public abstract class CancelableActivity : IActivity
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{
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protected IActivity NextActivity { get; private set; }
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protected bool IsCanceled { get; private set; }
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public abstract IActivity Tick( Actor self );
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protected virtual bool OnCancel( Actor self ) { return true; }
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public void Cancel( Actor self )
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{
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IsCanceled = OnCancel( self );
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if( IsCanceled )
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NextActivity = null;
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else if (NextActivity != null)
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NextActivity.Cancel( self );
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}
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public void Queue( IActivity activity )
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{
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if( NextActivity != null )
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NextActivity.Queue( activity );
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else
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NextActivity = activity;
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}
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public virtual IEnumerable<float2> GetCurrentPath()
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{
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yield break;
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}
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}
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}
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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 System.Text;
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namespace OpenRA.Traits.Activities
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{
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public abstract class CancelableActivity : IActivity
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{
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protected IActivity NextActivity { get; private set; }
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protected bool IsCanceled { get; private set; }
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public abstract IActivity Tick( Actor self );
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protected virtual bool OnCancel( Actor self ) { return true; }
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public void Cancel( Actor self )
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{
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IsCanceled = OnCancel( self );
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if( IsCanceled )
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NextActivity = null;
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else if (NextActivity != null)
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NextActivity.Cancel( self );
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}
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public void Queue( IActivity activity )
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{
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if( NextActivity != null )
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NextActivity.Queue( activity );
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else
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NextActivity = activity;
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}
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public virtual IEnumerable<float2> GetCurrentPath()
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{
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yield break;
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}
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}
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}
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@@ -28,16 +28,16 @@ namespace OpenRA.Traits
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public readonly HealthInfo Info;
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[Sync]
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int hp;
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int hp;
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public int DisplayHp { get; private set; }
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public Health(ActorInitializer init, HealthInfo info)
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{
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Info = info;
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MaxHP = info.HP;
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hp = init.Contains<HealthInit>() ? (int)(init.Get<HealthInit, float>() * MaxHP) : MaxHP;
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MaxHP = info.HP;
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hp = init.Contains<HealthInit>() ? (int)(init.Get<HealthInit, float>() * MaxHP) : MaxHP;
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DisplayHp = hp;
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}
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@@ -122,16 +122,16 @@ namespace OpenRA.Traits
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}
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if (hp > MaxHP) hp = MaxHP;
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}
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public void Tick(Actor self)
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{
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if (hp > DisplayHp)
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DisplayHp = hp;
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if (DisplayHp > hp)
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DisplayHp = (2 * DisplayHp + hp) / 3;
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}
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}
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public void Tick(Actor self)
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{
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if (hp > DisplayHp)
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DisplayHp = hp;
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if (DisplayHp > hp)
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DisplayHp = (2 * DisplayHp + hp) / 3;
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}
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}
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@@ -165,7 +165,7 @@ namespace OpenRA.Traits
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}
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public static DamageState GetDamageState(this Actor self)
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{
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{
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if (self.Destroyed) return DamageState.Dead;
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var health = self.TraitOrDefault<Health>();
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@@ -20,7 +20,7 @@ namespace OpenRA.Traits
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public bool DisableShroud = false;
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public bool PathDebug = false;
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public bool UnitInfluenceDebug = false;
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public bool UnlimitedPower;
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public bool UnlimitedPower;
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public bool BuildAnywhere;
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public object Create (ActorInitializer init) { return new DeveloperMode(this); }
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@@ -35,7 +35,7 @@ namespace OpenRA.Traits
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[Sync] public bool DisableShroud;
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[Sync] public bool PathDebug;
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[Sync] public bool UnitInfluenceDebug;
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[Sync] public bool UnlimitedPower;
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[Sync] public bool UnlimitedPower;
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[Sync] public bool BuildAnywhere;
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public DeveloperMode(DeveloperModeInfo info)
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@@ -46,7 +46,7 @@ namespace OpenRA.Traits
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DisableShroud = info.DisableShroud;
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PathDebug = info.PathDebug;
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UnitInfluenceDebug = info.UnitInfluenceDebug;
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UnlimitedPower = info.UnlimitedPower;
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UnlimitedPower = info.UnlimitedPower;
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BuildAnywhere = info.BuildAnywhere;
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}
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@@ -103,11 +103,11 @@ namespace OpenRA.Traits
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{
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UnlimitedPower ^= true;
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break;
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}
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case "DevBuildAnywhere":
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{
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BuildAnywhere ^= true;
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break;
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}
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case "DevBuildAnywhere":
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{
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BuildAnywhere ^= true;
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break;
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}
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default:
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return;
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@@ -49,33 +49,33 @@ namespace OpenRA.Traits
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DrawControlGroup(wr, self, xy);
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DrawPips(wr, self, xY);
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DrawTags(wr, self, new float2(.5f * (bounds.Left + bounds.Right), bounds.Top));
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DrawUnitPath(self);
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DrawUnitPath(self);
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DrawExtraBars(self, xy, Xy);
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}
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public void DrawRollover(WorldRenderer wr, Actor self)
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{
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}
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public void DrawRollover(WorldRenderer wr, Actor self)
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{
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var bounds = self.GetBounds(false);
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var xy = new float2(bounds.Left, bounds.Top);
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var Xy = new float2(bounds.Right, bounds.Top);
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DrawHealthBar(self, xy, Xy);
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DrawExtraBars(self, xy, Xy);
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}
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void DrawExtraBars(Actor self, float2 xy, float2 Xy)
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{
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foreach (var extraBar in self.TraitsImplementing<ISelectionBar>())
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{
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var value = extraBar.GetValue();
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if (value != 0)
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{
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xy.Y += 4;
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Xy.Y += 4;
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DrawSelectionBar(self, xy, Xy, extraBar.GetValue(), extraBar.GetColor());
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}
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}
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DrawHealthBar(self, xy, Xy);
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DrawExtraBars(self, xy, Xy);
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}
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void DrawExtraBars(Actor self, float2 xy, float2 Xy)
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{
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foreach (var extraBar in self.TraitsImplementing<ISelectionBar>())
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{
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var value = extraBar.GetValue();
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if (value != 0)
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{
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xy.Y += 4;
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Xy.Y += 4;
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DrawSelectionBar(self, xy, Xy, extraBar.GetValue(), extraBar.GetColor());
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}
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}
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}
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void DrawSelectionBox(Actor self, float2 xy, float2 Xy, float2 xY, float2 XY, Color c)
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@@ -89,29 +89,29 @@ namespace OpenRA.Traits
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
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}
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void DrawSelectionBar(Actor self, float2 xy, float2 Xy, float value, Color barColor)
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{
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if (!self.IsInWorld) return;
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var health = self.TraitOrDefault<Health>();
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if (health == null || health.IsDead) return;
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var c = Color.FromArgb(128, 30, 30, 30);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
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var z = float2.Lerp(xy, Xy, value);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), barColor, barColor);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), barColor2, barColor2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), barColor2, barColor2);
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}
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void DrawSelectionBar(Actor self, float2 xy, float2 Xy, float value, Color barColor)
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{
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if (!self.IsInWorld) return;
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var health = self.TraitOrDefault<Health>();
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if (health == null || health.IsDead) return;
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var c = Color.FromArgb(128, 30, 30, 30);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
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var z = float2.Lerp(xy, Xy, value);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), barColor, barColor);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), barColor2, barColor2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), barColor2, barColor2);
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}
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void DrawHealthBar(Actor self, float2 xy, float2 Xy)
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@@ -121,7 +121,7 @@ namespace OpenRA.Traits
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var health = self.TraitOrDefault<Health>();
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if (health == null || health.IsDead) return;
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var c = Color.FromArgb(128, 30, 30, 30);
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var c = Color.FromArgb(128, 30, 30, 30);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var healthColor = (health.DamageState == DamageState.Critical) ? Color.Red :
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@@ -133,30 +133,30 @@ namespace OpenRA.Traits
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healthColor.G / 2,
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healthColor.B / 2);
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var z = float2.Lerp(xy, Xy, health.HPFraction);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
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var z = float2.Lerp(xy, Xy, health.HPFraction);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
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if (health.DisplayHp != health.HP)
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{
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var deltaColor = Color.OrangeRed;
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var deltaColor2 = Color.FromArgb(
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255,
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deltaColor.R / 2,
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deltaColor.G / 2,
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deltaColor.B / 2);
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var zz = float2.Lerp(xy, Xy, (float)health.DisplayHp / health.MaxHP);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -3), zz + new float2(0, -3), deltaColor, deltaColor);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -2), zz + new float2(0, -2), deltaColor2, deltaColor2);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -4), zz + new float2(0, -4), deltaColor2, deltaColor2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
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if (health.DisplayHp != health.HP)
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{
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var deltaColor = Color.OrangeRed;
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var deltaColor2 = Color.FromArgb(
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255,
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deltaColor.R / 2,
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deltaColor.G / 2,
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deltaColor.B / 2);
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var zz = float2.Lerp(xy, Xy, (float)health.DisplayHp / health.MaxHP);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -3), zz + new float2(0, -3), deltaColor, deltaColor);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -2), zz + new float2(0, -2), deltaColor2, deltaColor2);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -4), zz + new float2(0, -4), deltaColor2, deltaColor2);
|
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}
|
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}
|
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|
||||
|
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@@ -1,26 +1,36 @@
|
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using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRA.FileFormats;
|
||||
|
||||
namespace OpenRA.Traits
|
||||
{
|
||||
public class SubCellInit : IActorInit<SubCell>
|
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{
|
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[FieldFromYamlKey]
|
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public readonly int value = 0;
|
||||
|
||||
public SubCellInit() { }
|
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|
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public SubCellInit(int init)
|
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{
|
||||
value = init;
|
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}
|
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|
||||
public SubCell Value(World world)
|
||||
{
|
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return (SubCell)value;
|
||||
}
|
||||
}
|
||||
}
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2011 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. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRA.FileFormats;
|
||||
|
||||
namespace OpenRA.Traits
|
||||
{
|
||||
public class SubCellInit : IActorInit<SubCell>
|
||||
{
|
||||
[FieldFromYamlKey]
|
||||
public readonly int value = 0;
|
||||
|
||||
public SubCellInit() { }
|
||||
|
||||
public SubCellInit(int init)
|
||||
{
|
||||
value = init;
|
||||
}
|
||||
|
||||
public SubCell Value(World world)
|
||||
{
|
||||
return (SubCell)value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,236 +13,236 @@ using System.Drawing;
|
||||
using OpenRA.FileFormats;
|
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using OpenRA.GameRules;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Network;
|
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using System;
|
||||
|
||||
namespace OpenRA.Traits
|
||||
{
|
||||
// depends on the order of pips in WorldRenderer.cs!
|
||||
public enum PipType { Transparent, Green, Yellow, Red, Gray };
|
||||
public enum TagType { None, Fake, Primary };
|
||||
public enum Stance { Enemy, Neutral, Ally };
|
||||
|
||||
public class AttackInfo
|
||||
{
|
||||
public Actor Attacker;
|
||||
public WarheadInfo Warhead;
|
||||
public int Damage;
|
||||
public DamageState DamageState;
|
||||
public DamageState PreviousDamageState;
|
||||
public bool DamageStateChanged;
|
||||
public int PreviousHealth;
|
||||
public int Health;
|
||||
}
|
||||
|
||||
public interface ITick { void Tick(Actor self); }
|
||||
public interface IRender { IEnumerable<Renderable> Render(Actor self); }
|
||||
|
||||
public interface IIssueOrder
|
||||
{
|
||||
IEnumerable<IOrderTargeter> Orders { get; }
|
||||
Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued);
|
||||
}
|
||||
|
||||
public interface IOrderTargeter
|
||||
{
|
||||
string OrderID { get; }
|
||||
int OrderPriority { get; }
|
||||
bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueue, ref string cursor);
|
||||
bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueue, bool forceMove, ref string cursor);
|
||||
bool IsQueued { get; }
|
||||
}
|
||||
|
||||
public interface IResolveOrder { void ResolveOrder(Actor self, Order order); }
|
||||
public interface IValidateOrder { bool OrderValidation(OrderManager orderManager, World world, int clientId, Order order); }
|
||||
public interface IOrderCursor { string CursorForOrder(Actor self, Order order); }
|
||||
public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); }
|
||||
public interface ICustomUnitOrderGenerator : IOrderGenerator { };
|
||||
public interface INotifySold { void Selling(Actor self); void Sold(Actor self); }
|
||||
public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
|
||||
public interface INotifyAppliedDamage { void AppliedDamage(Actor self, Actor damaged, AttackInfo e); }
|
||||
public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
|
||||
public interface INotifyProduction { void UnitProduced(Actor self, Actor other, int2 exit); }
|
||||
public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); }
|
||||
public interface INotifyOtherCaptured { void OnActorCaptured(Actor self, Actor captured, Actor captor, Player oldOwner, Player newOwner); }
|
||||
public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); }
|
||||
public interface IStoreOre { int Capacity { get; } }
|
||||
public interface IToolTip
|
||||
{
|
||||
string Name();
|
||||
Player Owner();
|
||||
Stance Stance();
|
||||
}
|
||||
|
||||
public interface IDisable { bool Disabled { get; } }
|
||||
public interface IExplodeModifier { bool ShouldExplode(Actor self); }
|
||||
public interface INudge { void OnNudge(Actor self, Actor nudger); }
|
||||
|
||||
public interface IRadarSignature
|
||||
{
|
||||
IEnumerable<int2> RadarSignatureCells(Actor self);
|
||||
Color RadarSignatureColor(Actor self);
|
||||
}
|
||||
|
||||
public interface IVisibilityModifier { bool IsVisible(Actor self); }
|
||||
public interface IRadarColorModifier { Color RadarColorOverride(Actor self); }
|
||||
public interface IHasLocation
|
||||
{
|
||||
int2 PxPosition { get; }
|
||||
}
|
||||
|
||||
public enum SubCell
|
||||
{
|
||||
FullCell,
|
||||
TopLeft,
|
||||
TopRight,
|
||||
Center,
|
||||
BottomLeft,
|
||||
BottomRight
|
||||
}
|
||||
|
||||
public interface IOccupySpace : IHasLocation
|
||||
{
|
||||
int2 TopLeft { get; }
|
||||
IEnumerable<Pair<int2, SubCell>> OccupiedCells();
|
||||
}
|
||||
|
||||
public static class IOccupySpaceExts
|
||||
{
|
||||
public static int2 NearestCellTo(this IOccupySpace ios, int2 other)
|
||||
{
|
||||
var nearest = ios.TopLeft;
|
||||
var nearestDistance = int.MaxValue;
|
||||
foreach (var cell in ios.OccupiedCells())
|
||||
{
|
||||
var dist = (other - cell.First).LengthSquared;
|
||||
if (dist < nearestDistance)
|
||||
{
|
||||
nearest = cell.First;
|
||||
nearestDistance = dist;
|
||||
}
|
||||
}
|
||||
return nearest;
|
||||
}
|
||||
}
|
||||
|
||||
public interface INotifyAttack { void Attacking(Actor self, Target target); }
|
||||
public interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r); }
|
||||
public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); }
|
||||
public interface ISpeedModifier { decimal GetSpeedModifier(); }
|
||||
public interface IFirepowerModifier { float GetFirepowerModifier(); }
|
||||
public interface ISelectionColorModifier { Color GetSelectionColorModifier(Actor self, Color defaultColor); }
|
||||
public interface IPalette { void InitPalette(WorldRenderer wr); }
|
||||
public interface IPaletteModifier { void AdjustPalette(Dictionary<string, Palette> b); }
|
||||
public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
|
||||
public interface ITags { IEnumerable<TagType> GetTags(); }
|
||||
public interface ISelectionBar { float GetValue(); Color GetColor(); }
|
||||
|
||||
public interface ITeleportable : IHasLocation /* crap name! */
|
||||
{
|
||||
bool CanEnterCell(int2 location);
|
||||
void SetPosition(Actor self, int2 cell);
|
||||
void SetPxPosition(Actor self, int2 px);
|
||||
void AdjustPxPosition(Actor self, int2 px); /* works like SetPxPosition, but visual only */
|
||||
}
|
||||
|
||||
public interface IMove : ITeleportable
|
||||
{
|
||||
int Altitude { get; set; }
|
||||
}
|
||||
|
||||
public interface IFacing
|
||||
{
|
||||
int ROT { get; }
|
||||
int Facing { get; set; }
|
||||
int InitialFacing { get; }
|
||||
}
|
||||
|
||||
public interface ICrushable
|
||||
{
|
||||
void OnCrush(Actor crusher);
|
||||
IEnumerable<string> CrushClasses { get; }
|
||||
}
|
||||
|
||||
public struct Renderable
|
||||
{
|
||||
public readonly Sprite Sprite;
|
||||
public readonly float2 Pos;
|
||||
public readonly string Palette;
|
||||
public readonly int Z;
|
||||
public readonly int ZOffset;
|
||||
public float Scale;
|
||||
|
||||
public Renderable(Sprite sprite, float2 pos, string palette, int z, int zOffset, float scale)
|
||||
{
|
||||
Sprite = sprite;
|
||||
Pos = pos;
|
||||
Palette = palette;
|
||||
Z = z;
|
||||
ZOffset = zOffset;
|
||||
Scale = scale; /* default */
|
||||
}
|
||||
|
||||
public Renderable(Sprite sprite, float2 pos, string palette, int z)
|
||||
: this(sprite, pos, palette, z, 0, 1f) { }
|
||||
|
||||
public Renderable(Sprite sprite, float2 pos, string palette, int z, float scale)
|
||||
: this(sprite, pos, palette, z, 0, scale) { }
|
||||
|
||||
public Renderable WithScale(float newScale) { return new Renderable(Sprite, Pos, Palette, Z, ZOffset, newScale); }
|
||||
public Renderable WithPalette(string newPalette) { return new Renderable(Sprite, Pos, newPalette, Z, ZOffset, Scale); }
|
||||
public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, Z, newOffset, Scale); }
|
||||
public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, Z, ZOffset, Scale); }
|
||||
}
|
||||
|
||||
public interface ITraitInfo { object Create(ActorInitializer init); }
|
||||
|
||||
public class TraitInfo<T> : ITraitInfo where T : new() { public virtual object Create(ActorInitializer init) { return new T(); } }
|
||||
|
||||
public interface ITraitPrerequisite<T> where T : ITraitInfo { }
|
||||
|
||||
public interface INotifySelection { void SelectionChanged(); }
|
||||
public interface IWorldLoaded { void WorldLoaded(World w); }
|
||||
public interface ICreatePlayers { void CreatePlayers(World w); }
|
||||
|
||||
public interface IBotInfo { string Name { get; } }
|
||||
public interface IBot
|
||||
{
|
||||
void Activate(Player p);
|
||||
IBotInfo Info { get; }
|
||||
}
|
||||
|
||||
public interface IActivity
|
||||
{
|
||||
IActivity Tick(Actor self);
|
||||
void Cancel(Actor self);
|
||||
void Queue(IActivity activity);
|
||||
IEnumerable<float2> GetCurrentPath();
|
||||
}
|
||||
|
||||
public interface IRenderOverlay { void Render(WorldRenderer wr); }
|
||||
public interface INotifyIdle { void TickIdle(Actor self); }
|
||||
|
||||
public interface IBlocksBullets { }
|
||||
|
||||
public interface IPostRender { void RenderAfterWorld(WorldRenderer wr, Actor self); }
|
||||
|
||||
public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr, Actor self); }
|
||||
public interface IPreRenderSelection { void RenderBeforeWorld(WorldRenderer wr, Actor self); }
|
||||
public interface IRenderAsTerrain { IEnumerable<Renderable> RenderAsTerrain(Actor self); }
|
||||
|
||||
public interface ITargetable
|
||||
{
|
||||
string[] TargetTypes { get; }
|
||||
IEnumerable<int2> TargetableCells(Actor self);
|
||||
bool TargetableBy(Actor self, Actor byActor);
|
||||
}
|
||||
|
||||
public interface INotifyStanceChanged
|
||||
{
|
||||
void StanceChanged(Actor self, Player a, Player b,
|
||||
Stance oldStance, Stance newStance);
|
||||
}
|
||||
|
||||
public interface ILintPass { void Run(Action<string> emitError); }
|
||||
using OpenRA.Network;
|
||||
using System;
|
||||
|
||||
namespace OpenRA.Traits
|
||||
{
|
||||
// depends on the order of pips in WorldRenderer.cs!
|
||||
public enum PipType { Transparent, Green, Yellow, Red, Gray };
|
||||
public enum TagType { None, Fake, Primary };
|
||||
public enum Stance { Enemy, Neutral, Ally };
|
||||
|
||||
public class AttackInfo
|
||||
{
|
||||
public Actor Attacker;
|
||||
public WarheadInfo Warhead;
|
||||
public int Damage;
|
||||
public DamageState DamageState;
|
||||
public DamageState PreviousDamageState;
|
||||
public bool DamageStateChanged;
|
||||
public int PreviousHealth;
|
||||
public int Health;
|
||||
}
|
||||
|
||||
public interface ITick { void Tick(Actor self); }
|
||||
public interface IRender { IEnumerable<Renderable> Render(Actor self); }
|
||||
|
||||
public interface IIssueOrder
|
||||
{
|
||||
IEnumerable<IOrderTargeter> Orders { get; }
|
||||
Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued);
|
||||
}
|
||||
|
||||
public interface IOrderTargeter
|
||||
{
|
||||
string OrderID { get; }
|
||||
int OrderPriority { get; }
|
||||
bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueue, ref string cursor);
|
||||
bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueue, bool forceMove, ref string cursor);
|
||||
bool IsQueued { get; }
|
||||
}
|
||||
|
||||
public interface IResolveOrder { void ResolveOrder(Actor self, Order order); }
|
||||
public interface IValidateOrder { bool OrderValidation(OrderManager orderManager, World world, int clientId, Order order); }
|
||||
public interface IOrderCursor { string CursorForOrder(Actor self, Order order); }
|
||||
public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); }
|
||||
public interface ICustomUnitOrderGenerator : IOrderGenerator { };
|
||||
public interface INotifySold { void Selling(Actor self); void Sold(Actor self); }
|
||||
public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
|
||||
public interface INotifyAppliedDamage { void AppliedDamage(Actor self, Actor damaged, AttackInfo e); }
|
||||
public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
|
||||
public interface INotifyProduction { void UnitProduced(Actor self, Actor other, int2 exit); }
|
||||
public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); }
|
||||
public interface INotifyOtherCaptured { void OnActorCaptured(Actor self, Actor captured, Actor captor, Player oldOwner, Player newOwner); }
|
||||
public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); }
|
||||
public interface IStoreOre { int Capacity { get; } }
|
||||
public interface IToolTip
|
||||
{
|
||||
string Name();
|
||||
Player Owner();
|
||||
Stance Stance();
|
||||
}
|
||||
|
||||
public interface IDisable { bool Disabled { get; } }
|
||||
public interface IExplodeModifier { bool ShouldExplode(Actor self); }
|
||||
public interface INudge { void OnNudge(Actor self, Actor nudger); }
|
||||
|
||||
public interface IRadarSignature
|
||||
{
|
||||
IEnumerable<int2> RadarSignatureCells(Actor self);
|
||||
Color RadarSignatureColor(Actor self);
|
||||
}
|
||||
|
||||
public interface IVisibilityModifier { bool IsVisible(Actor self); }
|
||||
public interface IRadarColorModifier { Color RadarColorOverride(Actor self); }
|
||||
public interface IHasLocation
|
||||
{
|
||||
int2 PxPosition { get; }
|
||||
}
|
||||
|
||||
public enum SubCell
|
||||
{
|
||||
FullCell,
|
||||
TopLeft,
|
||||
TopRight,
|
||||
Center,
|
||||
BottomLeft,
|
||||
BottomRight
|
||||
}
|
||||
|
||||
public interface IOccupySpace : IHasLocation
|
||||
{
|
||||
int2 TopLeft { get; }
|
||||
IEnumerable<Pair<int2, SubCell>> OccupiedCells();
|
||||
}
|
||||
|
||||
public static class IOccupySpaceExts
|
||||
{
|
||||
public static int2 NearestCellTo(this IOccupySpace ios, int2 other)
|
||||
{
|
||||
var nearest = ios.TopLeft;
|
||||
var nearestDistance = int.MaxValue;
|
||||
foreach (var cell in ios.OccupiedCells())
|
||||
{
|
||||
var dist = (other - cell.First).LengthSquared;
|
||||
if (dist < nearestDistance)
|
||||
{
|
||||
nearest = cell.First;
|
||||
nearestDistance = dist;
|
||||
}
|
||||
}
|
||||
return nearest;
|
||||
}
|
||||
}
|
||||
|
||||
public interface INotifyAttack { void Attacking(Actor self, Target target); }
|
||||
public interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r); }
|
||||
public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); }
|
||||
public interface ISpeedModifier { decimal GetSpeedModifier(); }
|
||||
public interface IFirepowerModifier { float GetFirepowerModifier(); }
|
||||
public interface ISelectionColorModifier { Color GetSelectionColorModifier(Actor self, Color defaultColor); }
|
||||
public interface IPalette { void InitPalette(WorldRenderer wr); }
|
||||
public interface IPaletteModifier { void AdjustPalette(Dictionary<string, Palette> b); }
|
||||
public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
|
||||
public interface ITags { IEnumerable<TagType> GetTags(); }
|
||||
public interface ISelectionBar { float GetValue(); Color GetColor(); }
|
||||
|
||||
public interface ITeleportable : IHasLocation /* crap name! */
|
||||
{
|
||||
bool CanEnterCell(int2 location);
|
||||
void SetPosition(Actor self, int2 cell);
|
||||
void SetPxPosition(Actor self, int2 px);
|
||||
void AdjustPxPosition(Actor self, int2 px); /* works like SetPxPosition, but visual only */
|
||||
}
|
||||
|
||||
public interface IMove : ITeleportable
|
||||
{
|
||||
int Altitude { get; set; }
|
||||
}
|
||||
|
||||
public interface IFacing
|
||||
{
|
||||
int ROT { get; }
|
||||
int Facing { get; set; }
|
||||
int InitialFacing { get; }
|
||||
}
|
||||
|
||||
public interface ICrushable
|
||||
{
|
||||
void OnCrush(Actor crusher);
|
||||
IEnumerable<string> CrushClasses { get; }
|
||||
}
|
||||
|
||||
public struct Renderable
|
||||
{
|
||||
public readonly Sprite Sprite;
|
||||
public readonly float2 Pos;
|
||||
public readonly string Palette;
|
||||
public readonly int Z;
|
||||
public readonly int ZOffset;
|
||||
public float Scale;
|
||||
|
||||
public Renderable(Sprite sprite, float2 pos, string palette, int z, int zOffset, float scale)
|
||||
{
|
||||
Sprite = sprite;
|
||||
Pos = pos;
|
||||
Palette = palette;
|
||||
Z = z;
|
||||
ZOffset = zOffset;
|
||||
Scale = scale; /* default */
|
||||
}
|
||||
|
||||
public Renderable(Sprite sprite, float2 pos, string palette, int z)
|
||||
: this(sprite, pos, palette, z, 0, 1f) { }
|
||||
|
||||
public Renderable(Sprite sprite, float2 pos, string palette, int z, float scale)
|
||||
: this(sprite, pos, palette, z, 0, scale) { }
|
||||
|
||||
public Renderable WithScale(float newScale) { return new Renderable(Sprite, Pos, Palette, Z, ZOffset, newScale); }
|
||||
public Renderable WithPalette(string newPalette) { return new Renderable(Sprite, Pos, newPalette, Z, ZOffset, Scale); }
|
||||
public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, Z, newOffset, Scale); }
|
||||
public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, Z, ZOffset, Scale); }
|
||||
}
|
||||
|
||||
public interface ITraitInfo { object Create(ActorInitializer init); }
|
||||
|
||||
public class TraitInfo<T> : ITraitInfo where T : new() { public virtual object Create(ActorInitializer init) { return new T(); } }
|
||||
|
||||
public interface ITraitPrerequisite<T> where T : ITraitInfo { }
|
||||
|
||||
public interface INotifySelection { void SelectionChanged(); }
|
||||
public interface IWorldLoaded { void WorldLoaded(World w); }
|
||||
public interface ICreatePlayers { void CreatePlayers(World w); }
|
||||
|
||||
public interface IBotInfo { string Name { get; } }
|
||||
public interface IBot
|
||||
{
|
||||
void Activate(Player p);
|
||||
IBotInfo Info { get; }
|
||||
}
|
||||
|
||||
public interface IActivity
|
||||
{
|
||||
IActivity Tick(Actor self);
|
||||
void Cancel(Actor self);
|
||||
void Queue(IActivity activity);
|
||||
IEnumerable<float2> GetCurrentPath();
|
||||
}
|
||||
|
||||
public interface IRenderOverlay { void Render(WorldRenderer wr); }
|
||||
public interface INotifyIdle { void TickIdle(Actor self); }
|
||||
|
||||
public interface IBlocksBullets { }
|
||||
|
||||
public interface IPostRender { void RenderAfterWorld(WorldRenderer wr, Actor self); }
|
||||
|
||||
public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr, Actor self); }
|
||||
public interface IPreRenderSelection { void RenderBeforeWorld(WorldRenderer wr, Actor self); }
|
||||
public interface IRenderAsTerrain { IEnumerable<Renderable> RenderAsTerrain(Actor self); }
|
||||
|
||||
public interface ITargetable
|
||||
{
|
||||
string[] TargetTypes { get; }
|
||||
IEnumerable<int2> TargetableCells(Actor self);
|
||||
bool TargetableBy(Actor self, Actor byActor);
|
||||
}
|
||||
|
||||
public interface INotifyStanceChanged
|
||||
{
|
||||
void StanceChanged(Actor self, Player a, Player b,
|
||||
Stance oldStance, Stance newStance);
|
||||
}
|
||||
|
||||
public interface ILintPass { void Run(Action<string> emitError); }
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user