Introduce IDefaultVisibility.

This commit is contained in:
Paul Chote
2015-06-13 15:42:13 +01:00
parent 0a2757d0e0
commit b887d2bfd7
7 changed files with 115 additions and 18 deletions

View File

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#region Copyright & License Information
/*
* Copyright 2007-2015 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("The actor stays invisible under the shroud.")]
public class HiddenUnderShroudInfo : ITraitInfo, IDefaultVisibilityInfo
{
[Desc("Players with these stances can always see the actor.")]
public readonly Stance AlwaysVisibleStances = Stance.Ally;
public virtual object Create(ActorInitializer init) { return new HiddenUnderShroud(this); }
}
public class HiddenUnderShroud : IDefaultVisibility, IRenderModifier
{
readonly HiddenUnderShroudInfo info;
public HiddenUnderShroud(HiddenUnderShroudInfo info)
{
this.info = info;
}
protected IEnumerable<CPos> VisibilityFootprint(Actor self)
{
return Shroud.GetVisOrigins(self);
}
protected virtual bool IsVisibleInner(Actor self, Player byPlayer)
{
return VisibilityFootprint(self).Any(byPlayer.Shroud.IsExplored);
}
public bool IsVisible(Actor self, Player byPlayer)
{
if (byPlayer == null)
return true;
var stance = self.Owner.Stances[byPlayer];
return info.AlwaysVisibleStances.HasFlag(stance) || IsVisibleInner(self, byPlayer);
}
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
return IsVisible(self, self.World.RenderPlayer) ? r : SpriteRenderable.None;
}
}
}