#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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; using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [RequireExplicitImplementation] interface IWallConnectorInfo : ITraitInfoInterface { string GetWallConnectionType(); } [Desc("Render trait for actors that change sprites if neighbors with the same trait are present.")] class WithWallSpriteBodyInfo : WithSpriteBodyInfo, IWallConnectorInfo, Requires { public readonly string Type = "wall"; public override object Create(ActorInitializer init) { return new WithWallSpriteBody(init, this); } public override IEnumerable RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p) { if (!EnabledByDefault) yield break; var adjacent = 0; var locationInit = init.GetOrDefault(); var neighbourInit = init.GetOrDefault(); if (locationInit != null && neighbourInit != null) { var location = locationInit.Value; foreach (var kv in neighbourInit.Value) { var haveNeighbour = false; foreach (var n in kv.Value) { var rb = init.World.Map.Rules.Actors[n].TraitInfos().FirstEnabledTraitOrDefault(); if (rb != null && rb.GetWallConnectionType() == Type) { haveNeighbour = true; break; } } if (!haveNeighbour) continue; if (kv.Key == location + new CVec(0, -1)) adjacent |= 1; else if (kv.Key == location + new CVec(+1, 0)) adjacent |= 2; else if (kv.Key == location + new CVec(0, +1)) adjacent |= 4; else if (kv.Key == location + new CVec(-1, 0)) adjacent |= 8; } } var anim = new Animation(init.World, image); anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => adjacent); yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p); } string IWallConnectorInfo.GetWallConnectionType() { return Type; } } class WithWallSpriteBody : WithSpriteBody, INotifyRemovedFromWorld, IWallConnector, ITick { readonly WithWallSpriteBodyInfo wallInfo; int adjacent = 0; bool dirty = true; bool IWallConnector.AdjacentWallCanConnect(Actor self, CPos wallLocation, string wallType, out CVec facing) { facing = wallLocation - self.Location; return wallInfo.Type == wallType && Math.Abs(facing.X) + Math.Abs(facing.Y) == 1; } void IWallConnector.SetDirty() { dirty = true; } public WithWallSpriteBody(ActorInitializer init, WithWallSpriteBodyInfo info) : base(init, info) { wallInfo = info; } protected override void DamageStateChanged(Actor self) { if (IsTraitDisabled) return; DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), () => adjacent); } void ITick.Tick(Actor self) { if (!dirty) return; // Update connection to neighbours var adjacentActors = CVec.Directions.SelectMany(dir => self.World.ActorMap.GetActorsAt(self.Location + dir)); adjacent = 0; foreach (var a in adjacentActors) { var wc = a.TraitsImplementing().FirstEnabledTraitOrDefault(); if (wc == null || !wc.AdjacentWallCanConnect(a, self.Location, wallInfo.Type, out var facing)) continue; if (facing.Y > 0) adjacent |= 1; else if (facing.X < 0) adjacent |= 2; else if (facing.Y < 0) adjacent |= 4; else if (facing.X > 0) adjacent |= 8; } dirty = false; } protected override void TraitEnabled(Actor self) { base.TraitEnabled(self); dirty = true; DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), () => adjacent); UpdateNeighbours(self); // Set the initial animation frame before the render tick (for frozen actor previews) self.World.AddFrameEndTask(_ => DefaultAnimation.Tick()); } static void UpdateNeighbours(Actor self) { var adjacentActorTraits = CVec.Directions.SelectMany(dir => self.World.ActorMap.GetActorsAt(self.Location + dir)) .SelectMany(a => a.TraitsImplementing()); foreach (var aat in adjacentActorTraits) aat.SetDirty(); } void INotifyRemovedFromWorld.RemovedFromWorld(Actor self) { UpdateNeighbours(self); } } public class RuntimeNeighbourInit : ValueActorInit>, ISuppressInitExport, ISingleInstanceInit { public RuntimeNeighbourInit(Dictionary value) : base(value) { } } }