basic Sync checking. No protocol stuff yet; just checks that input events are well-behaved.

This commit is contained in:
Bob
2010-01-09 14:25:54 +13:00
parent 1bf7e462d6
commit b24983f0ef
41 changed files with 147 additions and 24 deletions

View File

@@ -10,18 +10,18 @@ namespace OpenRa.Game.Traits
// depends on the order of pips in WorldRenderer.cs!
enum PipType { Transparent, Green, Yellow, Red, Gray };
enum TagType { None, Fake, Primary };
interface ITick { void Tick(Actor self); }
interface IRender { IEnumerable<Renderable> Render(Actor self); }
interface IIssueOrder { Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor ); }
interface IResolveOrder { void ResolveOrder( Actor self, Order order ); }
interface INotifySold { void Sold(Actor self); }
interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
interface INotifyBuildComplete { void BuildingComplete (Actor self); }
interface INotifyProduction { void UnitProduced(Actor self, Actor other); }
interface IAcceptThief { void OnSteal(Actor self, Actor thief); }
interface IIssueOrder { Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor); }
interface IResolveOrder { void ResolveOrder(Actor self, Order order); }
interface IProducer
{
bool Produce( Actor self, UnitInfo producee );