#region Copyright & License Information /* * Copyright 2007-2020 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using OpenRA.Graphics; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("The actor stays invisible under the shroud.")] public class HiddenUnderShroudInfo : TraitInfo, IDefaultVisibilityInfo { [Desc("Players with these stances can always see the actor.")] public readonly PlayerRelationship AlwaysVisibleStances = PlayerRelationship.Ally; [Desc("Possible values are CenterPosition (reveal when the center is visible) and ", "Footprint (reveal when any footprint cell is visible).")] public readonly VisibilityType Type = VisibilityType.Footprint; public override object Create(ActorInitializer init) { return new HiddenUnderShroud(this); } } public class HiddenUnderShroud : IDefaultVisibility, IRenderModifier { protected readonly HiddenUnderShroudInfo Info; public HiddenUnderShroud(HiddenUnderShroudInfo info) { Info = info; } protected virtual bool IsVisibleInner(Actor self, Player byPlayer) { if (Info.Type == VisibilityType.Footprint) return byPlayer.Shroud.AnyExplored(self.OccupiesSpace.OccupiedCells()); var pos = self.CenterPosition; if (Info.Type == VisibilityType.GroundPosition) pos -= new WVec(WDist.Zero, WDist.Zero, self.World.Map.DistanceAboveTerrain(pos)); return byPlayer.Shroud.IsExplored(pos); } public bool IsVisible(Actor self, Player byPlayer) { if (byPlayer == null) return true; var stance = self.Owner.Stances[byPlayer]; return Info.AlwaysVisibleStances.HasStance(stance) || IsVisibleInner(self, byPlayer); } IEnumerable IRenderModifier.ModifyRender(Actor self, WorldRenderer wr, IEnumerable r) { return IsVisible(self, self.World.RenderPlayer) ? r : SpriteRenderable.None; } IEnumerable IRenderModifier.ModifyScreenBounds(Actor self, WorldRenderer wr, IEnumerable bounds) { return bounds; } } }