Add a trait to reveal the whole map when conditions are met.

This commit is contained in:
Mustafa Alperen Seki
2020-02-23 16:31:19 +01:00
committed by atlimit8
parent 4e548291ce
commit cc35512472

View File

@@ -0,0 +1,76 @@
#region Copyright & License Information
/*
* Copyright 2007-2020 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Reveals shroud and fog across the whole map while active.")]
public class RevealsMapInfo : ConditionalTraitInfo
{
[Desc("Stance the watching player needs to see the shroud removed.")]
public readonly Stance ValidStances = Stance.Ally;
[Desc("Can this actor reveal shroud generated by the `GeneratesShroud` trait?")]
public readonly bool RevealGeneratedShroud = true;
public override object Create(ActorInitializer init) { return new RevealsMap(this); }
}
public class RevealsMap : ConditionalTrait<RevealsMapInfo>, INotifyKilled, INotifyActorDisposing
{
readonly Shroud.SourceType type;
public RevealsMap(RevealsMapInfo info)
: base(info)
{
type = info.RevealGeneratedShroud ? Shroud.SourceType.Visibility
: Shroud.SourceType.PassiveVisibility;
}
protected void AddCellsToPlayerShroud(Actor self, Player p, PPos[] uv)
{
if (!Info.ValidStances.HasStance(p.Stances[self.Owner]))
return;
p.Shroud.AddSource(this, type, uv);
}
protected void RemoveCellsFromPlayerShroud(Actor self, Player p) { p.Shroud.RemoveSource(this); }
protected PPos[] ProjectedCells(Actor self)
{
var map = self.World.Map;
return map.ProjectedCellBounds.ToArray();
}
void INotifyActorDisposing.Disposing(Actor self)
{
RemoveCellsFromPlayerShroud(self, self.Owner);
}
void INotifyKilled.Killed(Actor self, AttackInfo e)
{
RemoveCellsFromPlayerShroud(self, self.Owner);
}
protected override void TraitEnabled(Actor self)
{
AddCellsToPlayerShroud(self, self.Owner, ProjectedCells(self));
}
protected override void TraitDisabled(Actor self)
{
RemoveCellsFromPlayerShroud(self, self.Owner);
}
}
}