#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.GameRules; using OpenRA.Graphics; namespace OpenRA.Traits { public enum DamageState { Normal, Half, Dead }; // 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 ExtendedDamageState ExtendedDamageState; public bool DamageStateChanged; public bool ExtendedDamageStateChanged; } public interface ITick { void Tick(Actor self); } public interface IRender { IEnumerable Render(Actor self); } public interface IIssueOrder { Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor ); } 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 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); } public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); } public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); } public interface INotifyEnterCell { void OnEnterCell(Actor self, int2 cell); } 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); } public interface IRadarColorModifier { Color RadarColorOverride(Actor self); } public interface IOccupySpace { int2 TopLeft { get; } IEnumerable OccupiedCells(); } public interface IOccupyAir { int2 TopLeft { get; } IEnumerable OccupiedAirCells(); } 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 IPowerModifier { float GetPowerModifier(); } public interface IFirepowerModifier { float GetFirepowerModifier(); } public interface IPaletteModifier { void AdjustPalette(Bitmap b); } public interface IPips { IEnumerable GetPips(Actor self); } public interface ITags { IEnumerable GetTags(); } public interface ITeleportable /* crap name! */ { bool CanEnterCell(int2 location); void SetPosition(Actor self, int2 cell); } public interface IMove : ITeleportable { float MovementCostForCell(Actor self, int2 cell); float MovementSpeedForCell(Actor self, int2 cell); IEnumerable GetCurrentPath(Actor self); } 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 ZOffset; public Renderable(Sprite sprite, float2 pos, string palette, int zOffset) { Sprite = sprite; Pos = pos; Palette = palette; ZOffset = zOffset; } public Renderable(Sprite sprite, float2 pos, string palette) : this(sprite, pos, palette, 0) { } public Renderable WithPalette(string newPalette) { return new Renderable(Sprite, Pos, newPalette, ZOffset); } public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, newOffset); } public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, 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 ILoadWorldHook { void WorldLoaded(World w); } public interface IGameStarted { void GameStarted(World w); } public interface IActivity { IActivity NextActivity { get; set; } IActivity Tick(Actor self); void Cancel(Actor self); } public interface IRenderOverlay { void Render(); } public interface INotifyIdle { void Idle(Actor self); } public interface IBlocksBullets { } public interface IPostRenderSelection { void RenderAfterWorld(Actor self); } public interface IPreRenderSelection { void RenderBeforeWorld(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 float2 CenterLocation { get { return actor != null ? actor.CenterLocation : pos.ToInt2(); } } public Actor Actor { get { return actor; } } public bool IsActor { get { return actor != null; } } } }