Introduce IDefaultVisibility.
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60
OpenRA.Mods.Common/Traits/Modifiers/HiddenUnderShroud.cs
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60
OpenRA.Mods.Common/Traits/Modifiers/HiddenUnderShroud.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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.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("The actor stays invisible under the shroud.")]
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public class HiddenUnderShroudInfo : ITraitInfo, IDefaultVisibilityInfo
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{
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[Desc("Players with these stances can always see the actor.")]
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public readonly Stance AlwaysVisibleStances = Stance.Ally;
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public virtual object Create(ActorInitializer init) { return new HiddenUnderShroud(this); }
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}
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public class HiddenUnderShroud : IDefaultVisibility, IRenderModifier
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{
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readonly HiddenUnderShroudInfo info;
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public HiddenUnderShroud(HiddenUnderShroudInfo info)
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{
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this.info = info;
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}
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protected IEnumerable<CPos> VisibilityFootprint(Actor self)
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{
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return Shroud.GetVisOrigins(self);
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}
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protected virtual bool IsVisibleInner(Actor self, Player byPlayer)
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{
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return VisibilityFootprint(self).Any(byPlayer.Shroud.IsExplored);
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}
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public bool IsVisible(Actor self, Player byPlayer)
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{
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if (byPlayer == null)
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return true;
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var stance = self.Owner.Stances[byPlayer];
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return info.AlwaysVisibleStances.HasFlag(stance) || IsVisibleInner(self, byPlayer);
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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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