using System.Collections.Generic; using OpenRa.Game.GameRules; using OpenRa.Game.Graphics; using System.Drawing; namespace OpenRa.Game.Traits { enum DamageState { Normal, Half, Dead }; // depends on the order of pips in WorldRenderer.cs! enum PipType { Transparent, Green, Yellow, Red, Gray }; enum TagType { None, Fake, Primary }; interface ITick { void Tick(Actor self); } interface IRender { IEnumerable> Render(Actor self); } interface INotifyDamage { void Damaged(Actor self, AttackInfo e); } interface INotifyBuildComplete { void BuildingComplete (Actor self); } interface IOrder { Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor ); void ResolveOrder( Actor self, Order order ); } interface IProducer { bool Produce( Actor self, UnitInfo producee ); } interface IOccupySpace { IEnumerable OccupiedCells(); } interface INotifyAttack { void Attacking(Actor self); } interface IRenderModifier { IEnumerable> ModifyRender( Actor self, IEnumerable> r ); } interface IDamageModifier { float GetDamageModifier(); } interface ISpeedModifier { float GetSpeedModifier(); } interface IPips { IEnumerable GetPips(); } interface ITags { IEnumerable GetTags(); } }