#region Copyright & License Information /* * Copyright 2007-2014 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 COPYING. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.FileFormats; using OpenRA.GameRules; using OpenRA.Graphics; using OpenRA.Network; using OpenRA.Primitives; namespace OpenRA.Traits { // depends on the order of pips in WorldRenderer.cs! public enum PipType { Transparent, Green, Yellow, Red, Gray, Blue, Ammo, AmmoEmpty }; 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 DamageState PreviousDamageState; } public interface ITick { void Tick(Actor self); } public interface ITickRender { void TickRender(WorldRenderer wr, Actor self); } public interface IRender { IEnumerable Render(Actor self, WorldRenderer wr); } public interface IAutoSelectionSize { int2 SelectionSize(Actor self); } public interface IIssueOrder { IEnumerable Orders { get; } Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued); } [Flags] public enum TargetModifiers { None = 0, ForceAttack = 1, ForceQueue = 2, ForceMove = 4 }; public static class TargetModifiersExts { public static bool HasModifier(this TargetModifiers self, TargetModifiers m) { return (self & m) == m; } } public interface IOrderTargeter { string OrderID { get; } int OrderPriority { get; } bool CanTarget(Actor self, Target target, List othersAtTarget, TargetModifiers modifiers, ref string cursor); bool IsQueued { get; } } public interface IResolveOrder { void ResolveOrder(Actor self, Order order); } public interface IValidateOrder { bool OrderValidation(OrderManager orderManager, World world, int clientId, Order order); } public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); } public interface INotify { void Play(Player p, string notification); } public interface INotifyAddedToWorld { void AddedToWorld(Actor self); } public interface INotifyRemovedFromWorld { void RemovedFromWorld(Actor self); } public interface INotifySold { void Selling(Actor self); void Sold(Actor self); } public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); } public interface INotifyDamageStateChanged { void DamageStateChanged(Actor self, AttackInfo e); } public interface INotifyRepair { void Repairing(Actor self, Actor host); } public interface INotifyKilled { void Killed(Actor self, AttackInfo e); } public interface INotifyAppliedDamage { void AppliedDamage(Actor self, Actor damaged, AttackInfo e); } public interface INotifyBuildComplete { void BuildingComplete(Actor self); } public interface INotifyBuildingPlaced { void BuildingPlaced(Actor self); } public interface INotifyProduction { void UnitProduced(Actor self, Actor other, CPos exit); } public interface INotifyDelivery { void IncomingDelivery(Actor self); void Delivered(Actor self); } public interface INotifyOwnerChanged { void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner); } public interface INotifyEffectiveOwnerChanged { void OnEffectiveOwnerChanged(Actor self, Player oldEffectiveOwner, Player newEffectiveOwner); } public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); } public interface INotifyHarvest { void Harvested(Actor self, ResourceType resource); } public interface ISeedableResource { void Seed(Actor self); } public interface IAcceptInfiltrator { void OnInfiltrate(Actor self, Actor infiltrator); } public interface IDemolishableInfo { bool IsValidTarget(ActorInfo actorInfo, Actor saboteur); } public interface IDemolishable { void Demolish(Actor self, Actor saboteur); bool IsValidTarget(Actor self, Actor saboteur); } public interface IStoreOre { int Capacity { get; } } public interface INotifyDocking { void Docked(Actor self, Actor harvester); void Undocked(Actor self, Actor harvester); } public interface IEffectiveOwner { bool Disguised { get; } Player Owner { get; } } public interface IToolTip { string Name(); Player Owner(); } public interface IDisable { bool Disabled { get; } } public interface IExplodeModifier { bool ShouldExplode(Actor self); } public interface IHuskModifier { string HuskActor(Actor self); } public interface IRadarSignature { IEnumerable RadarSignatureCells(Actor self); Color RadarSignatureColor(Actor self); } public interface IVisibilityModifier { bool IsVisible(Actor self, Player byPlayer); } public interface IRadarColorModifier { Color RadarColorOverride(Actor self); } public interface IOccupySpaceInfo { } public interface IOccupySpace { WPos CenterPosition { get; } CPos TopLeft { get; } IEnumerable> OccupiedCells(); } public static class IOccupySpaceExts { public static CPos NearestCellTo(this IOccupySpace ios, CPos other) { var nearest = ios.TopLeft; var nearestDistance = int.MaxValue; foreach (var cell in ios.OccupiedCells()) { var dist = (other - cell.First).LengthSquared; if (dist < nearestDistance) { nearest = cell.First; nearestDistance = dist; } } return nearest; } } public interface IRenderModifier { IEnumerable ModifyRender(Actor self, WorldRenderer wr, IEnumerable r); } public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); } public interface ISpeedModifier { decimal GetSpeedModifier(); } public interface IFirepowerModifier { float GetFirepowerModifier(); } public interface IPalette { void InitPalette(WorldRenderer wr); } public interface IPaletteModifier { void AdjustPalette(Dictionary b); } public interface IPips { IEnumerable GetPips(Actor self); } public interface ITags { IEnumerable GetTags(); } public interface ISelectionBar { float GetValue(); Color GetColor(); } public interface IPositionable : IOccupySpace { bool CanEnterCell(CPos location); bool CanEnterCell(CPos location, Actor ignoreActor, bool checkTransientActors); void SetPosition(Actor self, CPos cell); void SetPosition(Actor self, WPos pos); void SetVisualPosition(Actor self, WPos pos); } public interface IMoveInfo { } public interface IMove { Activity MoveTo(CPos cell, int nearEnough); Activity MoveTo(CPos cell, Actor ignoredActor); Activity MoveWithinRange(Target target, WRange range); Activity MoveFollow(Actor self, Target target, WRange range); Activity MoveIntoWorld(Actor self, CPos cell); Activity VisualMove(Actor self, WPos fromPos, WPos toPos); CPos NearestMoveableCell(CPos target); bool IsMoving { get; set; } } public interface INotifyBlockingMove { void OnNotifyBlockingMove(Actor self, Actor blocking); } public interface IFacing { int ROT { get; } int Facing { get; set; } } public interface IFacingInfo { int GetInitialFacing(); } public interface ICrushable { void OnCrush(Actor crusher); void WarnCrush(Actor crusher); bool CrushableBy(string[] crushClasses, Player owner); } 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 Requires where T : class { } public interface UsesInit where T : IActorInit { } public interface INotifySelected { void Selected(Actor self); } public interface INotifySelection { void SelectionChanged(); } public interface IWorldLoaded { void WorldLoaded(World w, WorldRenderer wr); } public interface ICreatePlayers { void CreatePlayers(World w); } public interface IBotInfo { string Name { get; } } public interface IBot { void Activate(Player p); IBotInfo Info { get; } } public interface IRenderOverlay { void Render(WorldRenderer wr); } public interface INotifyBecomingIdle { void OnBecomingIdle(Actor self); } public interface INotifyIdle { void TickIdle(Actor self); } public interface IBlocksBullets { } public interface IPostRender { void RenderAfterWorld(WorldRenderer wr, Actor self); } public interface IRenderShroud { void RenderShroud(WorldRenderer wr, Shroud shroud); } public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr); } public interface IBodyOrientation { WAngle CameraPitch { get; } int QuantizedFacings { get; } WVec LocalToWorld(WVec vec); WRot QuantizeOrientation(Actor self, WRot orientation); void SetAutodetectedFacings(int facings); } public interface IBodyOrientationInfo {} public interface ITargetableInfo { string[] GetTargetTypes(); } public interface ITargetable { string[] TargetTypes { get; } IEnumerable TargetablePositions(Actor self); bool TargetableBy(Actor self, Actor byActor); bool RequiresForceFire { get; } } public interface INotifyStanceChanged { void StanceChanged(Actor self, Player a, Player b, Stance oldStance, Stance newStance); } public interface ILintPass { void Run(Action emitError, Action emitWarning, Map map); } public interface IObjectivesPanel { string ObjectivesPanel { get; } } public static class DisableExts { public static bool IsDisabled(this Actor a) { return a.TraitsImplementing().Any(d => d.Disabled); } } }