fix indents everywhere
This commit is contained in:
@@ -18,117 +18,117 @@ using OpenRA.Network;
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namespace OpenRA.Traits
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{
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// depends on the order of pips in WorldRenderer.cs!
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public enum PipType { Transparent, Green, Yellow, Red, Gray, Blue };
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public enum TagType { None, Fake, Primary };
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public enum Stance { Enemy, Neutral, Ally };
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// depends on the order of pips in WorldRenderer.cs!
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public enum PipType { Transparent, Green, Yellow, Red, Gray, Blue };
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public enum TagType { None, Fake, Primary };
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public enum Stance { Enemy, Neutral, Ally };
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public class AttackInfo
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{
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public Actor Attacker;
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public WarheadInfo Warhead;
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public int Damage;
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public DamageState DamageState;
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public DamageState PreviousDamageState;
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}
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public class AttackInfo
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{
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public Actor Attacker;
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public WarheadInfo Warhead;
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public int Damage;
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public DamageState DamageState;
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public DamageState PreviousDamageState;
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}
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public interface ITick { void Tick(Actor self); }
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public interface IRender { IEnumerable<Renderable> Render(Actor self); }
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public interface ITick { void Tick(Actor self); }
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public interface IRender { IEnumerable<Renderable> Render(Actor self); }
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public interface IIssueOrder
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{
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IEnumerable<IOrderTargeter> Orders { get; }
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Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued);
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}
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public interface IIssueOrder
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{
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IEnumerable<IOrderTargeter> Orders { get; }
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Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued);
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}
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public interface IOrderTargeter
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{
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string OrderID { get; }
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int OrderPriority { get; }
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bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueue, ref string cursor);
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bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueue, ref string cursor);
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bool IsQueued { get; }
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}
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public interface IOrderTargeter
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{
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string OrderID { get; }
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int OrderPriority { get; }
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bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueue, ref string cursor);
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bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueue, ref string cursor);
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bool IsQueued { get; }
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}
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public interface IResolveOrder { void ResolveOrder(Actor self, Order order); }
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public interface IValidateOrder { bool OrderValidation(OrderManager orderManager, World world, int clientId, Order order); }
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public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); }
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public interface INotifySold { void Selling(Actor self); void Sold(Actor self); }
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public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
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public interface INotifyDamageStateChanged { void DamageStateChanged(Actor self, AttackInfo e); }
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public interface INotifyKilled { void Killed(Actor self, AttackInfo e); }
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public interface INotifyAppliedDamage { void AppliedDamage(Actor self, Actor damaged, AttackInfo e); }
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public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
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public interface INotifyProduction { void UnitProduced(Actor self, Actor other, int2 exit); }
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public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); }
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public interface INotifyOtherCaptured { void OnActorCaptured(Actor self, Actor captured, Actor captor, Player oldOwner, Player newOwner); }
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public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); }
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public interface IStoreOre { int Capacity { get; } }
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public interface IToolTip
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{
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string Name();
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Player Owner();
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Stance Stance();
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}
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public interface IResolveOrder { void ResolveOrder(Actor self, Order order); }
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public interface IValidateOrder { bool OrderValidation(OrderManager orderManager, World world, int clientId, Order order); }
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public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); }
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public interface INotifySold { void Selling(Actor self); void Sold(Actor self); }
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public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
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public interface INotifyDamageStateChanged { void DamageStateChanged(Actor self, AttackInfo e); }
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public interface INotifyKilled { void Killed(Actor self, AttackInfo e); }
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public interface INotifyAppliedDamage { void AppliedDamage(Actor self, Actor damaged, AttackInfo e); }
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public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
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public interface INotifyProduction { void UnitProduced(Actor self, Actor other, int2 exit); }
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public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); }
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public interface INotifyOtherCaptured { void OnActorCaptured(Actor self, Actor captured, Actor captor, Player oldOwner, Player newOwner); }
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public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); }
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public interface IStoreOre { int Capacity { get; } }
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public interface IToolTip
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{
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string Name();
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Player Owner();
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Stance Stance();
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}
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public interface IDisable { bool Disabled { get; } }
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public interface IExplodeModifier { bool ShouldExplode(Actor self); }
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public interface IHuskModifier { string HuskActor(Actor self); }
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public interface INudge { void OnNudge(Actor self, Actor nudger, bool force); }
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public interface IDisable { bool Disabled { get; } }
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public interface IExplodeModifier { bool ShouldExplode(Actor self); }
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public interface IHuskModifier { string HuskActor(Actor self); }
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public interface INudge { void OnNudge(Actor self, Actor nudger, bool force); }
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public interface IRadarSignature
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{
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IEnumerable<int2> RadarSignatureCells(Actor self);
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Color RadarSignatureColor(Actor self);
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}
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public interface IRadarSignature
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{
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IEnumerable<int2> RadarSignatureCells(Actor self);
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Color RadarSignatureColor(Actor self);
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}
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public interface IVisibilityModifier { bool IsVisible(Actor self); }
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public interface IRadarColorModifier { Color RadarColorOverride(Actor self); }
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public interface IVisibilityModifier { bool IsVisible(Actor self); }
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public interface IRadarColorModifier { Color RadarColorOverride(Actor self); }
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public interface IHasLocation { int2 PxPosition { get; } }
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public interface IOccupySpace : IHasLocation
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{
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int2 TopLeft { get; }
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IEnumerable<Pair<int2, SubCell>> OccupiedCells();
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}
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public interface IOccupySpace : IHasLocation
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{
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int2 TopLeft { get; }
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IEnumerable<Pair<int2, SubCell>> OccupiedCells();
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}
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public static class IOccupySpaceExts
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{
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public static int2 NearestCellTo(this IOccupySpace ios, int2 other)
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{
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var nearest = ios.TopLeft;
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var nearestDistance = int.MaxValue;
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foreach (var cell in ios.OccupiedCells())
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{
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var dist = (other - cell.First).LengthSquared;
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if (dist < nearestDistance)
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{
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nearest = cell.First;
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nearestDistance = dist;
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}
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}
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return nearest;
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}
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}
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public static class IOccupySpaceExts
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{
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public static int2 NearestCellTo(this IOccupySpace ios, int2 other)
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{
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var nearest = ios.TopLeft;
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var nearestDistance = int.MaxValue;
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foreach (var cell in ios.OccupiedCells())
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{
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var dist = (other - cell.First).LengthSquared;
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if (dist < nearestDistance)
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{
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nearest = cell.First;
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nearestDistance = dist;
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}
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}
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return nearest;
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}
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}
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public interface INotifyAttack { void Attacking(Actor self, Target target); }
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public interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r); }
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public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); }
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public interface ISpeedModifier { decimal GetSpeedModifier(); }
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public interface IFirepowerModifier { float GetFirepowerModifier(); }
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public interface IPalette { void InitPalette(WorldRenderer wr); }
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public interface IPaletteModifier { void AdjustPalette(Dictionary<string, Palette> b); }
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public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
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public interface ITags { IEnumerable<TagType> GetTags(); }
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public interface ISelectionBar { float GetValue(); Color GetColor(); }
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public interface INotifyAttack { void Attacking(Actor self, Target target); }
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public interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r); }
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public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); }
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public interface ISpeedModifier { decimal GetSpeedModifier(); }
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public interface IFirepowerModifier { float GetFirepowerModifier(); }
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public interface IPalette { void InitPalette(WorldRenderer wr); }
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public interface IPaletteModifier { void AdjustPalette(Dictionary<string, Palette> b); }
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public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
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public interface ITags { IEnumerable<TagType> GetTags(); }
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public interface ISelectionBar { float GetValue(); Color GetColor(); }
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public interface ITeleportable : IHasLocation /* crap name! */
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{
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bool CanEnterCell(int2 location);
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void SetPosition(Actor self, int2 cell);
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void SetPxPosition(Actor self, int2 px);
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void AdjustPxPosition(Actor self, int2 px); /* works like SetPxPosition, but visual only */
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}
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public interface ITeleportable : IHasLocation /* crap name! */
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{
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bool CanEnterCell(int2 location);
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void SetPosition(Actor self, int2 cell);
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void SetPxPosition(Actor self, int2 px);
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void AdjustPxPosition(Actor self, int2 px); /* works like SetPxPosition, but visual only */
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}
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public interface IMove : ITeleportable { int Altitude { get; set; } }
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@@ -141,86 +141,86 @@ namespace OpenRA.Traits
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public interface IFacingInfo {} /* tag interface for infoclasses whose corresponding trait has IFacing */
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public interface ICrushable
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{
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void OnCrush(Actor crusher);
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public interface ICrushable
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{
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void OnCrush(Actor crusher);
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void WarnCrush(Actor crusher);
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bool CrushableBy(string[] crushClasses, Player owner);
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}
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}
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public struct Renderable
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{
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public readonly Sprite Sprite;
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public readonly float2 Pos;
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public readonly string Palette;
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public readonly int Z;
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public readonly int ZOffset;
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public float Scale;
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public struct Renderable
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{
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public readonly Sprite Sprite;
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public readonly float2 Pos;
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public readonly string Palette;
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public readonly int Z;
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public readonly int ZOffset;
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public float Scale;
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public Renderable(Sprite sprite, float2 pos, string palette, int z, int zOffset, float scale)
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{
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Sprite = sprite;
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Pos = pos;
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Palette = palette;
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Z = z;
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ZOffset = zOffset;
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Scale = scale; /* default */
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}
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public Renderable(Sprite sprite, float2 pos, string palette, int z, int zOffset, float scale)
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{
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Sprite = sprite;
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Pos = pos;
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Palette = palette;
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Z = z;
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ZOffset = zOffset;
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Scale = scale; /* default */
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}
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public Renderable(Sprite sprite, float2 pos, string palette, int z)
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: this(sprite, pos, palette, z, 0, 1f) { }
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public Renderable(Sprite sprite, float2 pos, string palette, int z)
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: this(sprite, pos, palette, z, 0, 1f) { }
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public Renderable(Sprite sprite, float2 pos, string palette, int z, float scale)
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: this(sprite, pos, palette, z, 0, scale) { }
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public Renderable(Sprite sprite, float2 pos, string palette, int z, float scale)
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: this(sprite, pos, palette, z, 0, scale) { }
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public Renderable WithScale(float newScale) { return new Renderable(Sprite, Pos, Palette, Z, ZOffset, newScale); }
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public Renderable WithPalette(string newPalette) { return new Renderable(Sprite, Pos, newPalette, Z, ZOffset, Scale); }
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public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, Z, newOffset, Scale); }
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public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, Z, ZOffset, Scale); }
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}
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public Renderable WithScale(float newScale) { return new Renderable(Sprite, Pos, Palette, Z, ZOffset, newScale); }
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public Renderable WithPalette(string newPalette) { return new Renderable(Sprite, Pos, newPalette, Z, ZOffset, Scale); }
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public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, Z, newOffset, Scale); }
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public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, Z, ZOffset, Scale); }
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}
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public interface ITraitInfo { object Create(ActorInitializer init); }
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public interface ITraitInfo { object Create(ActorInitializer init); }
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public class TraitInfo<T> : ITraitInfo where T : new() { public virtual object Create(ActorInitializer init) { return new T(); } }
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public class TraitInfo<T> : ITraitInfo where T : new() { public virtual object Create(ActorInitializer init) { return new T(); } }
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public interface Requires<T> where T : class { }
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public interface Requires<T> where T : class { }
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public interface INotifySelection { void SelectionChanged(); }
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public interface IWorldLoaded { void WorldLoaded(World w); }
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public interface ICreatePlayers { void CreatePlayers(World w); }
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public interface INotifySelection { void SelectionChanged(); }
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public interface IWorldLoaded { void WorldLoaded(World w); }
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public interface ICreatePlayers { void CreatePlayers(World w); }
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public interface IBotInfo { string Name { get; } }
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public interface IBot
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{
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void Activate(Player p);
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IBotInfo Info { get; }
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}
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public interface IBotInfo { string Name { get; } }
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public interface IBot
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{
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void Activate(Player p);
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IBotInfo Info { get; }
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}
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public interface IRenderOverlay { void Render(WorldRenderer wr); }
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public interface INotifyIdle { void TickIdle(Actor self); }
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public interface IRenderOverlay { void Render(WorldRenderer wr); }
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public interface INotifyIdle { void TickIdle(Actor self); }
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public interface IBlocksBullets { }
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public interface IBlocksBullets { }
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public interface IPostRender { void RenderAfterWorld(WorldRenderer wr, Actor self); }
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public interface IPostRender { void RenderAfterWorld(WorldRenderer wr, Actor self); }
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public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr, Actor self); }
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public interface IPreRenderSelection { void RenderBeforeWorld(WorldRenderer wr, Actor self); }
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public interface IRenderAsTerrain { IEnumerable<Renderable> RenderAsTerrain(Actor self); }
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public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr, Actor self); }
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public interface IPreRenderSelection { void RenderBeforeWorld(WorldRenderer wr, Actor self); }
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public interface IRenderAsTerrain { IEnumerable<Renderable> RenderAsTerrain(Actor self); }
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public interface ITargetable
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{
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string[] TargetTypes { get; }
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IEnumerable<int2> TargetableCells(Actor self);
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bool TargetableBy(Actor self, Actor byActor);
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}
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public interface ITargetable
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{
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string[] TargetTypes { get; }
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IEnumerable<int2> TargetableCells(Actor self);
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bool TargetableBy(Actor self, Actor byActor);
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}
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public interface INotifyStanceChanged
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{
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void StanceChanged(Actor self, Player a, Player b,
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Stance oldStance, Stance newStance);
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}
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public interface INotifyStanceChanged
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{
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void StanceChanged(Actor self, Player a, Player b,
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Stance oldStance, Stance newStance);
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}
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public interface ILintPass { void Run(Action<string> emitError, Action<string> emitWarning); }
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public interface ILintPass { void Run(Action<string> emitError, Action<string> emitWarning); }
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public interface IObjectivesPanel { string ObjectivesPanel { get; } }
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}
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Block a user