#region Copyright & License Information /* * Copyright 2007-2010 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 LICENSE. */ #endregion using System.Collections.Generic; using System.Drawing; using OpenRA.FileFormats; using OpenRA.GameRules; using OpenRA.Graphics; namespace OpenRA.Traits { // depends on the order of pips in WorldRenderer.cs! public enum PipType { Transparent, Green, Yellow, Red, Gray }; public enum TagType { None, Fake, Primary }; public enum Stance { Enemy, Neutral, Ally }; public class AttackInfo { public Actor Attacker; public WarheadInfo Warhead; public int Damage; public DamageState DamageState; public DamageState PreviousDamageState; public bool DamageStateChanged; } public interface ITick { void Tick(Actor self); } public interface IRender { IEnumerable Render(Actor self); } public interface IIssueOrder { IEnumerable Orders { get; } Order IssueOrder( Actor self, IOrderTargeter order, Target target ); } public interface IOrderTargeter { string OrderID { get; } int OrderPriority { get; } bool CanTargetUnit( Actor self, Actor target, bool forceAttack, bool forceMove, ref string cursor ); bool CanTargetLocation( Actor self, int2 location, List actorsAtLocation, bool forceAttack, bool forceMove, ref string cursor ); } public interface IResolveOrder { void ResolveOrder(Actor self, Order order); } public interface IOrderCursor { string CursorForOrder(Actor self, Order order); } public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); } public interface ITargetable { string[] TargetTypes { get; } } public interface INotifySold { void Selling( Actor self ); void Sold( Actor self ); } public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); } public interface INotifyBuildComplete { void BuildingComplete(Actor self); } public interface INotifyProduction { void UnitProduced(Actor self, Actor other, int2 exit); } public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); } public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); } public interface IStoreOre { int Capacity { get; }} public interface IDisable { bool Disabled { get; } } public interface IExplodeModifier { bool ShouldExplode(Actor self); } public interface INudge { void OnNudge(Actor self, Actor nudger); } public interface IRadarSignature { IEnumerable RadarSignatureCells(Actor self); Color RadarSignatureColor(Actor self); } public interface IVisibilityModifier { bool IsVisible(Actor self, Player byPlayer); } public interface IRadarColorModifier { Color RadarColorOverride(Actor self); } public interface IHasLocation { int2 PxPosition { get; } } public interface IOccupySpace : IHasLocation { int2 TopLeft { get; } IEnumerable OccupiedCells(); } public static class IOccupySpaceExts { public static int2 NearestCellTo( this IOccupySpace ios, int2 other ) { var nearest = ios.TopLeft; var nearestDistance = int.MaxValue; foreach( var cell in ios.OccupiedCells() ) { var dist = ( other - cell ).LengthSquared; if( dist < nearestDistance ) { nearest = cell; nearestDistance = dist; } } return nearest; } } public interface INotifyAttack { void Attacking(Actor self); } public interface IRenderModifier { IEnumerable ModifyRender(Actor self, IEnumerable r); } public interface IDamageModifier { float GetDamageModifier( WarheadInfo warhead ); } public interface ISpeedModifier { float GetSpeedModifier(); } public interface IFirepowerModifier { float GetFirepowerModifier(); } public interface IPalette { void InitPalette( WorldRenderer wr ); } public interface IPaletteModifier { void AdjustPalette(Dictionary b); } public interface IPips { IEnumerable GetPips(Actor self); } public interface ITags { IEnumerable GetTags(); } public interface ITeleportable : IHasLocation /* crap name! */ { bool CanEnterCell(int2 location); void SetPosition(Actor self, int2 cell); void SetPxPosition(Actor self, int2 px); } public interface IMove : ITeleportable { int Altitude { get; set; } } public interface IFacing { int ROT { get; } int Facing { get; set; } int InitialFacing { get; } } public interface IOffsetCenterLocation { float2 CenterOffset { get; } } public interface ICrushable { void OnCrush(Actor crusher); IEnumerable CrushClasses { get; } } public struct Renderable { public readonly Sprite Sprite; public readonly float2 Pos; public readonly string Palette; public readonly int Z; public readonly int ZOffset; public Renderable(Sprite sprite, float2 pos, string palette, int z, int zOffset) { Sprite = sprite; Pos = pos; Palette = palette; Z = z; ZOffset = zOffset; } public Renderable(Sprite sprite, float2 pos, string palette, int z) : this(sprite, pos, palette, z, 0) { } public Renderable WithPalette(string newPalette) { return new Renderable(Sprite, Pos, newPalette, Z, ZOffset); } public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, Z, newOffset); } public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, Z, ZOffset); } } public interface ITraitInfo { object Create(ActorInitializer init); } public class TraitInfo : ITraitInfo where T : new() { public virtual object Create(ActorInitializer init) { return new T(); } } public interface ITraitPrerequisite where T : ITraitInfo { } public interface INotifySelection { void SelectionChanged(); } public interface IWorldLoaded { void WorldLoaded(World w); } public interface ICreatePlayers { void CreatePlayers(World w); } public interface IBot { void Activate(Player p); } public interface IActivity { IActivity Tick(Actor self); void Cancel(Actor self); void Queue(IActivity activity); IEnumerable GetCurrentPath(); } public abstract class CancelableActivity : IActivity { protected IActivity NextActivity { get; private set; } protected bool IsCanceled { get; private set; } public abstract IActivity Tick( Actor self ); protected virtual bool OnCancel() { return true; } public void Cancel( Actor self ) { IsCanceled = OnCancel(); if( IsCanceled ) NextActivity = null; else if (NextActivity != null) NextActivity.Cancel( self ); } public void Queue( IActivity activity ) { if( NextActivity != null ) NextActivity.Queue( activity ); else NextActivity = activity; } public virtual IEnumerable GetCurrentPath() { yield break; } } public interface IRenderOverlay { void Render( WorldRenderer wr ); } public interface INotifyIdle { void Idle(Actor self); } public interface IBlocksBullets { } public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr, Actor self); } public interface IPreRenderSelection { void RenderBeforeWorld(WorldRenderer wr, Actor self); } public struct Target // a target: either an actor, or a fixed location. { Actor actor; float2 pos; bool valid; public static Target FromActor(Actor a) { return new Target { actor = a, valid = true }; } public static Target FromPos(float2 p) { return new Target { pos = p, valid = true }; } public static Target FromCell(int2 c) { return new Target { pos = Util.CenterOfCell(c), valid = true }; } public static Target FromOrder(Order o) { return o.TargetActor != null ? Target.FromActor(o.TargetActor) : Target.FromCell(o.TargetLocation); } public static readonly Target None = new Target(); public bool IsValid { get { return valid && (actor == null || actor.IsInWorld); } } public int2 PxPosition { get { return IsActor ? actor.Trait().PxPosition : pos.ToInt2(); } } public float2 CenterLocation { get { return PxPosition; } } public Actor Actor { get { return IsActor ? actor : null; } } public bool IsActor { get { return actor != null && !actor.Destroyed; } } } }