Files
OpenRA/OpenRA.Game/Traits/TraitsInterfaces.cs
Alexis Hunt 08ad7d7f4e Refactor handling of hit radii in projectiles.
penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.

The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.

Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.

CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.

Fixes #14151.
2018-02-21 23:26:41 +01:00

426 lines
14 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Drawing;
using OpenRA.Activities;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Primitives;
namespace OpenRA.Traits
{
public sealed class RequireExplicitImplementationAttribute : Attribute { }
[Flags]
public enum DamageState
{
Undamaged = 1,
Light = 2,
Medium = 4,
Heavy = 8,
Critical = 16,
Dead = 32
}
public interface IHealth
{
DamageState DamageState { get; }
int HP { get; }
int MaxHP { get; }
int DisplayHP { get; }
bool IsDead { get; }
void InflictDamage(Actor self, Actor attacker, Damage damage, bool ignoreModifiers);
void Kill(Actor self, Actor attacker);
}
// depends on the order of pips in WorldRenderer.cs!
public enum PipType { Transparent, Green, Yellow, Red, Gray, Blue, Ammo, AmmoEmpty }
[Flags]
public enum Stance
{
None = 0,
Enemy = 1,
Neutral = 2,
Ally = 4,
}
public static class StanceExts
{
public static bool HasStance(this Stance s, Stance stance)
{
// PERF: Enum.HasFlag is slower and requires allocations.
return (s & stance) == stance;
}
}
public class AttackInfo
{
public Damage Damage;
public Actor Attacker;
public DamageState DamageState;
public DamageState PreviousDamageState;
}
public class Damage
{
public readonly int Value;
public readonly HashSet<string> DamageTypes;
public Damage(int damage, HashSet<string> damageTypes)
{
Value = damage;
DamageTypes = damageTypes;
}
public Damage(int damage)
{
Value = damage;
DamageTypes = new HashSet<string>();
}
}
[RequireExplicitImplementation]
public interface ITick { void Tick(Actor self); }
[RequireExplicitImplementation]
public interface ITickRender { void TickRender(WorldRenderer wr, Actor self); }
public interface IRender
{
IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr);
IEnumerable<Rectangle> ScreenBounds(Actor self, WorldRenderer wr);
}
// TODO: Replace Rectangle with an int2[] polygon
public interface IMouseBounds { Rectangle MouseoverBounds(Actor self, WorldRenderer wr); }
public interface IMouseBoundsInfo : ITraitInfoInterface { }
public interface IAutoMouseBounds { Rectangle AutoMouseoverBounds(Actor self, WorldRenderer wr); }
// HACK: This provides a shim for legacy code until it can be rewritten
public interface IDecorationBounds { Rectangle DecorationBounds(Actor self, WorldRenderer wr); }
public interface IDecorationBoundsInfo : ITraitInfoInterface { }
public interface IIssueOrder
{
IEnumerable<IOrderTargeter> 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)
{
// PERF: Enum.HasFlag is slower and requires allocations.
return (self & m) == m;
}
}
public interface IOrderTargeter
{
string OrderID { get; }
int OrderPriority { get; }
bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, ref TargetModifiers modifiers, ref string cursor);
bool IsQueued { get; }
bool TargetOverridesSelection(TargetModifiers modifiers);
}
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); }
[RequireExplicitImplementation]
public interface INotifyCreated { void Created(Actor self); }
[RequireExplicitImplementation]
public interface INotifyAddedToWorld { void AddedToWorld(Actor self); }
[RequireExplicitImplementation]
public interface INotifyRemovedFromWorld { void RemovedFromWorld(Actor self); }
[RequireExplicitImplementation]
public interface INotifyActorDisposing { void Disposing(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 IVoiced
{
string VoiceSet { get; }
bool PlayVoice(Actor self, string phrase, string variant);
bool PlayVoiceLocal(Actor self, string phrase, string variant, float volume);
bool HasVoice(Actor self, string voice);
}
public interface IStoreResources { int Capacity { get; } }
public interface IEffectiveOwner
{
bool Disguised { get; }
Player Owner { get; }
}
public interface ITooltip
{
ITooltipInfo TooltipInfo { get; }
Player Owner { get; }
}
public interface ITooltipInfo : ITraitInfoInterface
{
string TooltipForPlayerStance(Stance stance);
bool IsOwnerRowVisible { get; }
}
public interface IProvideTooltipInfo
{
bool IsTooltipVisible(Player forPlayer);
string TooltipText { get; }
}
public interface IDisabledTrait { bool IsTraitDisabled { get; } }
public interface IDefaultVisibilityInfo : ITraitInfoInterface { }
public interface IDefaultVisibility { bool IsVisible(Actor self, Player byPlayer); }
public interface IVisibilityModifier { bool IsVisible(Actor self, Player byPlayer); }
public interface IOccupySpaceInfo : ITraitInfoInterface
{
IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any);
bool SharesCell { get; }
}
public interface IOccupySpace
{
WPos CenterPosition { get; }
CPos TopLeft { get; }
Pair<CPos, SubCell>[] OccupiedCells();
}
public enum SubCell { Invalid = int.MinValue, Any = int.MinValue / 2, FullCell = 0, First = 1 }
public interface IActorMap
{
IEnumerable<Actor> GetActorsAt(CPos a);
IEnumerable<Actor> GetActorsAt(CPos a, SubCell sub);
bool HasFreeSubCell(CPos cell, bool checkTransient = true);
SubCell FreeSubCell(CPos cell, SubCell preferredSubCell = SubCell.Any, bool checkTransient = true);
SubCell FreeSubCell(CPos cell, SubCell preferredSubCell, Func<Actor, bool> checkIfBlocker);
bool AnyActorsAt(CPos a);
bool AnyActorsAt(CPos a, SubCell sub, bool checkTransient = true);
bool AnyActorsAt(CPos a, SubCell sub, Func<Actor, bool> withCondition);
void AddInfluence(Actor self, IOccupySpace ios);
void RemoveInfluence(Actor self, IOccupySpace ios);
int AddCellTrigger(CPos[] cells, Action<Actor> onEntry, Action<Actor> onExit);
void RemoveCellTrigger(int id);
int AddProximityTrigger(WPos pos, WDist range, WDist vRange, Action<Actor> onEntry, Action<Actor> onExit);
void RemoveProximityTrigger(int id);
void UpdateProximityTrigger(int id, WPos newPos, WDist newRange, WDist newVRange);
void AddPosition(Actor a, IOccupySpace ios);
void RemovePosition(Actor a, IOccupySpace ios);
void UpdatePosition(Actor a, IOccupySpace ios);
IEnumerable<Actor> ActorsInBox(WPos a, WPos b);
WDist LargestActorRadius { get; }
}
public interface IRenderModifier
{
IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r);
// HACK: This is here to support the WithShadow trait.
// That trait should be rewritten using standard techniques, and then this interface method removed
IEnumerable<Rectangle> ModifyScreenBounds(Actor self, WorldRenderer wr, IEnumerable<Rectangle> r);
}
public interface ILoadsPalettes { void LoadPalettes(WorldRenderer wr); }
public interface ILoadsPlayerPalettes { void LoadPlayerPalettes(WorldRenderer wr, string playerName, HSLColor playerColor, bool replaceExisting); }
public interface IPaletteModifier { void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> b); }
public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
[RequireExplicitImplementation]
public interface ISelectionBar { float GetValue(); Color GetColor(); bool DisplayWhenEmpty { get; } }
public interface IPositionableInfo : IOccupySpaceInfo
{
bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, bool checkTransientActors = true);
}
public interface IPositionable : IOccupySpace
{
bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any);
bool CanEnterCell(CPos location, Actor ignoreActor = null, bool checkTransientActors = true);
SubCell GetValidSubCell(SubCell preferred = SubCell.Any);
SubCell GetAvailableSubCell(CPos location, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true);
void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any);
void SetPosition(Actor self, WPos pos);
void SetVisualPosition(Actor self, WPos pos);
}
[RequireExplicitImplementation]
public interface ITemporaryBlocker
{
bool CanRemoveBlockage(Actor self, Actor blocking);
bool IsBlocking(Actor self, CPos cell);
}
public interface IFacing
{
int TurnSpeed { get; }
int Facing { get; set; }
}
public interface IFacingInfo : ITraitInfoInterface { int GetInitialFacing(); }
public interface ITraitInfoInterface { }
public interface ITraitInfo : ITraitInfoInterface { object Create(ActorInitializer init); }
public class TraitInfo<T> : ITraitInfo where T : new() { public virtual object Create(ActorInitializer init) { return new T(); } }
public interface ILobbyCustomRulesIgnore { }
[SuppressMessage("StyleCop.CSharp.NamingRules", "SA1302:InterfaceNamesMustBeginWithI", Justification = "Not a real interface, but more like a tag.")]
public interface Requires<T> where T : class, ITraitInfoInterface { }
[SuppressMessage("StyleCop.CSharp.NamingRules", "SA1302:InterfaceNamesMustBeginWithI", Justification = "Not a real interface, but more like a tag.")]
public interface UsesInit<T> : ITraitInfo where T : IActorInit { }
[RequireExplicitImplementation]
public interface INotifySelected { void Selected(Actor self); }
[RequireExplicitImplementation]
public interface INotifySelection { void SelectionChanged(); }
public interface IWorldLoaded { void WorldLoaded(World w, WorldRenderer wr); }
[RequireExplicitImplementation]
public interface ICreatePlayers { void CreatePlayers(World w); }
public interface IBotInfo : ITraitInfoInterface
{
string Type { get; }
string Name { get; }
}
public interface IBot
{
void Activate(Player p);
IBotInfo Info { get; }
}
[RequireExplicitImplementation]
public interface IRenderOverlay { void Render(WorldRenderer wr); }
[RequireExplicitImplementation]
public interface INotifyBecomingIdle { void OnBecomingIdle(Actor self); }
[RequireExplicitImplementation]
public interface INotifyIdle { void TickIdle(Actor self); }
public interface IRenderAboveWorld { void RenderAboveWorld(Actor self, WorldRenderer wr); }
public interface IRenderShroud { void RenderShroud(Shroud shroud, WorldRenderer wr); }
public interface IRenderAboveShroud
{
IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr);
bool SpatiallyPartitionable { get; }
}
public interface IRenderAboveShroudWhenSelected
{
IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr);
bool SpatiallyPartitionable { get; }
}
public interface ITargetableInfo : ITraitInfoInterface
{
HashSet<string> GetTargetTypes();
}
public interface ITargetable
{
// Check IsTraitEnabled or !IsTraitDisabled first
HashSet<string> TargetTypes { get; }
bool TargetableBy(Actor self, Actor byActor);
bool RequiresForceFire { get; }
}
[RequireExplicitImplementation]
public interface ITargetablePositions
{
IEnumerable<WPos> TargetablePositions(Actor self);
}
[RequireExplicitImplementation]
public interface IGameOver { void GameOver(World world); }
public interface IWarhead
{
int Delay { get; }
bool IsValidAgainst(Actor victim, Actor firedBy);
bool IsValidAgainst(FrozenActor victim, Actor firedBy);
void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
}
public interface IRulesetLoaded<TInfo> { void RulesetLoaded(Ruleset rules, TInfo info); }
public interface IRulesetLoaded : IRulesetLoaded<ActorInfo>, ITraitInfoInterface { }
[RequireExplicitImplementation]
public interface ILobbyOptions : ITraitInfoInterface
{
IEnumerable<LobbyOption> LobbyOptions(Ruleset rules);
}
public class LobbyOption
{
public readonly string Id;
public readonly string Name;
public readonly string Description;
public readonly IReadOnlyDictionary<string, string> Values;
public readonly string DefaultValue;
public readonly bool IsLocked;
public readonly bool IsVisible;
public readonly int DisplayOrder;
public LobbyOption(string id, string name, string description, bool visible, int displayorder,
IReadOnlyDictionary<string, string> values, string defaultValue, bool locked)
{
Id = id;
Name = name;
Description = description;
IsVisible = visible;
DisplayOrder = displayorder;
Values = values;
DefaultValue = defaultValue;
IsLocked = locked;
}
public virtual string ValueChangedMessage(string playerName, string newValue)
{
return playerName + " changed " + Name + " to " + Values[newValue] + ".";
}
}
public class LobbyBooleanOption : LobbyOption
{
static readonly Dictionary<string, string> BoolValues = new Dictionary<string, string>()
{
{ true.ToString(), "enabled" },
{ false.ToString(), "disabled" }
};
public LobbyBooleanOption(string id, string name, string description, bool visible, int displayorder, bool defaultValue, bool locked)
: base(id, name, description, visible, displayorder, new ReadOnlyDictionary<string, string>(BoolValues), defaultValue.ToString(), locked) { }
public override string ValueChangedMessage(string playerName, string newValue)
{
return playerName + " " + BoolValues[newValue] + " " + Name + ".";
}
}
}