using System.Collections.Generic; using System.Drawing; using OpenRa.Game.GameRules; using OpenRa.Game.Graphics; using IjwFramework.Types; 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 IIssueOrder { Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor ); } interface IResolveOrder { void ResolveOrder( Actor self, Order order ); } interface INotifySold { void Sold(Actor self); } interface INotifyDamage { void Damaged(Actor self, AttackInfo e); } interface INotifyBuildComplete { void BuildingComplete (Actor self); } interface INotifyProduction { void UnitProduced(Actor self, Actor other); } interface IAcceptThief { void OnSteal(Actor self, Actor thief); } interface IProducer { bool Produce( Actor self, LegacyUnitInfo producee ); void SetPrimaryProducer(Actor self, bool isPrimary); } 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 IPaletteModifier { void AdjustPalette(Bitmap b); } interface IPips { IEnumerable GetPips(Actor self); } interface ITags { IEnumerable GetTags(); } interface IMovement { UnitMovementType GetMovementType(); bool CanEnterCell(int2 location); } interface ICrushable { void OnCrush(Actor crusher); bool IsCrushableBy(UnitMovementType umt, Player player); bool IsPathableCrush(UnitMovementType umt, Player player); } struct Renderable { public readonly Sprite Sprite; public readonly float2 Pos; public readonly PaletteType Palette; public readonly int ZOffset; public Renderable(Sprite sprite, float2 pos, PaletteType palette, int zOffset) { Sprite = sprite; Pos = pos; Palette = palette; ZOffset = zOffset; } public Renderable(Sprite sprite, float2 pos, PaletteType palette) : this(sprite, pos, palette, 0) { } public Renderable WithPalette(PaletteType 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); } } interface ITraitInfo { object Create(Actor self); } class StatelessTraitInfo : ITraitInfo where T : new() { static Lazy Instance = Lazy.New(() => new T()); public object Create(Actor self) { return Instance.Value; } } }