Track GpsDot state per player
Should let us fix the issue mentioned in https://github.com/OpenRA/OpenRA/pull/10007#issuecomment-157409237
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@@ -10,6 +10,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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@@ -36,6 +37,8 @@ namespace OpenRA.Mods.RA.Effects
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readonly GpsDotInfo info;
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readonly Animation anim;
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readonly Dictionary<Player, bool> showToPlayer = new Dictionary<Player, bool>();
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Lazy<HiddenUnderFog> huf;
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Lazy<FrozenUnderFog> fuf;
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Lazy<Disguise> disguise;
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@@ -43,8 +46,6 @@ namespace OpenRA.Mods.RA.Effects
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Cache<Player, GpsWatcher> watcher;
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Cache<Player, FrozenActorLayer> frozen;
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bool show = false;
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public GpsDot(Actor self, GpsDotInfo info)
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{
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this.self = self;
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@@ -61,9 +62,16 @@ namespace OpenRA.Mods.RA.Effects
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watcher = new Cache<Player, GpsWatcher>(p => p.PlayerActor.Trait<GpsWatcher>());
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frozen = new Cache<Player, FrozenActorLayer>(p => p.PlayerActor.Trait<FrozenActorLayer>());
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showToPlayer = self.World.Players.ToDictionary(x => x, x => false);
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}
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bool ShouldShowIndicator()
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public bool IsDotVisible(Player toPlayer)
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{
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return showToPlayer[toPlayer];
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}
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bool ShouldShowIndicator(Player toPlayer)
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{
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if (cloak.Value != null && cloak.Value.Cloaked)
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return false;
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@@ -71,13 +79,13 @@ namespace OpenRA.Mods.RA.Effects
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if (disguise.Value != null && disguise.Value.Disguised)
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return false;
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if (huf.Value != null && !huf.Value.IsVisible(self, self.World.RenderPlayer))
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if (huf.Value != null && !huf.Value.IsVisible(self, toPlayer))
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return true;
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if (fuf.Value == null)
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return false;
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var f = frozen[self.World.RenderPlayer].FromID(self.ActorID);
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var f = frozen[toPlayer].FromID(self.ActorID);
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if (f == null)
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return false;
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@@ -92,17 +100,19 @@ namespace OpenRA.Mods.RA.Effects
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if (self.Disposed)
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world.AddFrameEndTask(w => w.Remove(this));
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show = false;
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if (!self.IsInWorld || self.IsDead || self.World.RenderPlayer == null)
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if (!self.IsInWorld || self.IsDead)
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return;
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var gps = watcher[self.World.RenderPlayer];
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show = (gps.Granted || gps.GrantedAllies) && ShouldShowIndicator();
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foreach (var player in self.World.Players)
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{
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var gps = watcher[player];
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showToPlayer[player] = (gps.Granted || gps.GrantedAllies) && ShouldShowIndicator(player);
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}
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (!show || self.Disposed)
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if (self.World.RenderPlayer == null || !showToPlayer[self.World.RenderPlayer] || self.Disposed)
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return SpriteRenderable.None;
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var palette = wr.Palette(info.IndicatorPalettePrefix + self.Owner.InternalName);
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