Introduce IDefaultVisibility.
This commit is contained in:
@@ -154,12 +154,7 @@ namespace OpenRA
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if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, this)))
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return false;
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if (a.Owner.IsAlliedWith(this))
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return true;
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// Actors are hidden under shroud, but not under fog by default
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// TODO: Shroud exploration should be implemented as an IVisibility modifier!
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return Shroud.GetVisOrigins(a).Any(Shroud.IsExplored);
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return a.Trait<IDefaultVisibility>().IsVisible(a, this);
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}
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#region Scripting interface
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@@ -167,6 +167,8 @@ namespace OpenRA.Traits
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IEnumerable<Pair<CPos, Color>> RadarSignatureCells(Actor self);
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}
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public interface IDefaultVisibilityInfo { }
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public interface IDefaultVisibility { bool IsVisible(Actor self, Player byPlayer); }
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public interface IVisibilityModifier { bool IsVisible(Actor self, Player byPlayer); }
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public interface IFogVisibilityModifier { bool HasFogVisibility(Player byPlayer); }
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@@ -676,6 +676,8 @@
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<Compile Include="Widgets\EditorViewportControllerWidget.cs" />
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<Compile Include="Traits\World\PaletteFromPaletteWithAlpha.cs" />
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<Compile Include="Traits\World\PaletteFromPlayerPaletteWithAlpha.cs" />
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<Compile Include="Traits\Modifiers\HiddenUnderShroud.cs" />
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<Compile Include="Traits\Modifiers\AlwaysVisible.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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24
OpenRA.Mods.Common/Traits/Modifiers/AlwaysVisible.cs
Normal file
24
OpenRA.Mods.Common/Traits/Modifiers/AlwaysVisible.cs
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@@ -0,0 +1,24 @@
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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 OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("The actor is always considered visible for targeting and rendering purposes.")]
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public class AlwaysVisibleInfo : TraitInfo<AlwaysVisible>, IDefaultVisibilityInfo { }
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public class AlwaysVisible : IDefaultVisibility
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{
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public bool IsVisible(Actor self, Player byPlayer)
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{
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return true;
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}
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}
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}
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@@ -17,17 +17,21 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor will remain visible (but not updated visually) under fog, once discovered.")]
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public class FrozenUnderFogInfo : ITraitInfo, Requires<BuildingInfo>
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public class FrozenUnderFogInfo : ITraitInfo, Requires<BuildingInfo>, IDefaultVisibilityInfo
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{
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public readonly bool StartsRevealed = false;
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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 object Create(ActorInitializer init) { return new FrozenUnderFog(init, this); }
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}
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public class FrozenUnderFog : IRenderModifier, IVisibilityModifier, ITick, ISync
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public class FrozenUnderFog : IRenderModifier, IDefaultVisibility, ITick, ISync
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{
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[Sync] public int VisibilityHash;
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readonly FrozenUnderFogInfo info;
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readonly bool startsRevealed;
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readonly MPos[] footprint;
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@@ -41,6 +45,8 @@ namespace OpenRA.Mods.Common.Traits
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public FrozenUnderFog(ActorInitializer init, FrozenUnderFogInfo info)
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{
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this.info = info;
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// Spawned actors (e.g. building husks) shouldn't be revealed
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startsRevealed = info.StartsRevealed && !init.Contains<ParentActorInit>();
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var footprintCells = FootprintUtils.Tiles(init.Self).ToList();
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@@ -54,7 +60,11 @@ namespace OpenRA.Mods.Common.Traits
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public bool IsVisible(Actor self, Player byPlayer)
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{
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return byPlayer == null || visible[byPlayer];
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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) || visible[byPlayer];
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}
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public void Tick(Actor self)
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@@ -16,18 +16,22 @@ 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 fog of war.")]
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public class HiddenUnderFogInfo : TraitInfo<HiddenUnderFog> { }
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public class HiddenUnderFog : IRenderModifier, IVisibilityModifier
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public class HiddenUnderFogInfo : HiddenUnderShroudInfo
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{
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public bool IsVisible(Actor self, Player byPlayer)
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{
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return byPlayer == null || Shroud.GetVisOrigins(self).Any(byPlayer.Shroud.IsVisible);
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public override object Create(ActorInitializer init) { return new HiddenUnderFog(this); }
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}
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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public class HiddenUnderFog : HiddenUnderShroud
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{
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return IsVisible(self, self.World.RenderPlayer) ? r : SpriteRenderable.None;
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public HiddenUnderFog(HiddenUnderFogInfo info)
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: base(info) { }
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protected override bool IsVisibleInner(Actor self, Player byPlayer)
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{
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if (!VisibilityFootprint(self).Any(byPlayer.Shroud.IsVisible))
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return false;
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return base.IsVisibleInner(self, byPlayer);
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}
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}
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}
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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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@@ -0,0 +1,60 @@
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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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