208 lines
7.3 KiB
C#
208 lines
7.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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// depends on the order of pips in WorldRenderer.cs!
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public enum PipType { Transparent, Green, Yellow, Red, Gray };
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public enum TagType { None, Fake, Primary };
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public enum Stance { Enemy, Neutral, Ally };
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public class AttackInfo
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{
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public Actor Attacker;
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public WarheadInfo Warhead;
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public int Damage;
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public DamageState DamageState;
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public DamageState PreviousDamageState;
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public bool DamageStateChanged;
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}
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public interface ITick { void Tick(Actor self); }
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public interface IRender { IEnumerable<Renderable> Render(Actor self); }
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public interface IIssueOrder { Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor ); }
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public interface IResolveOrder { void ResolveOrder(Actor self, Order order); }
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public interface IOrderCursor { string CursorForOrder(Actor self, Order order); }
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public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); }
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public interface ITargetable { string[] TargetTypes { get; } }
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public interface INotifySold { void Selling( Actor self ); void Sold( Actor self ); }
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public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
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public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
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public interface INotifyProduction { void UnitProduced(Actor self, Actor other, int2 exit); }
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public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); }
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public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); }
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public interface INotifyEnterCell { void OnEnterCell(Actor self, int2 cell); }
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public interface IStoreOre { int Capacity { get; }}
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public interface IDisable { bool Disabled { get; } }
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public interface IExplodeModifier { bool ShouldExplode(Actor self); }
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public interface INudge { void OnNudge(Actor self, Actor nudger); }
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public interface IRadarSignature
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{
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IEnumerable<int2> RadarSignatureCells(Actor self);
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Color RadarSignatureColor(Actor self);
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}
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public interface IVisibilityModifier { bool IsVisible(Actor self, Player byPlayer); }
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public interface IRadarColorModifier { Color RadarColorOverride(Actor self); }
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public interface IOccupySpace
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{
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int2 TopLeft { get; }
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IEnumerable<int2> OccupiedCells();
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}
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public interface IOccupyAir
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{
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int2 TopLeft { get; }
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IEnumerable<int2> OccupiedAirCells();
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}
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public static class IOccupySpaceExts
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{
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public static int2 NearestCellTo( this IOccupySpace ios, int2 other )
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{
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var nearest = ios.TopLeft;
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var nearestDistance = int.MaxValue;
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foreach( var cell in ios.OccupiedCells() )
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{
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var dist = ( other - cell ).LengthSquared;
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if( dist < nearestDistance )
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{
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nearest = cell;
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nearestDistance = dist;
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}
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}
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return nearest;
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}
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}
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public interface INotifyAttack { void Attacking(Actor self); }
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public interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r); }
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public interface IDamageModifier { float GetDamageModifier( WarheadInfo warhead ); }
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public interface ISpeedModifier { float GetSpeedModifier(); }
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public interface IPowerModifier { float GetPowerModifier(); }
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public interface IFirepowerModifier { float GetFirepowerModifier(); }
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public interface IPaletteModifier { void AdjustPalette(Dictionary<string,Palette> b); }
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public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
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public interface ITags { IEnumerable<TagType> GetTags(); }
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public interface ITeleportable /* crap name! */
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{
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bool CanEnterCell(int2 location);
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void SetPosition(Actor self, int2 cell);
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}
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public interface IMove : ITeleportable
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{
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float MovementCostForCell(Actor self, int2 cell);
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float MovementSpeedForCell(Actor self, int2 cell);
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IEnumerable<float2> GetCurrentPath(Actor self);
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int Altitude { get; set; }
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}
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public interface IFacing
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{
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int ROT { get; }
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int Facing { get; set; }
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int InitialFacing { get; }
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}
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public interface IOffsetCenterLocation { float2 CenterOffset { get; } }
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public interface ICrushable
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{
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void OnCrush(Actor crusher);
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IEnumerable<string> CrushClasses { get; }
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}
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public struct Renderable
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{
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public readonly Sprite Sprite;
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public readonly float2 Pos;
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public readonly string Palette;
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public readonly int ZOffset;
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public Renderable(Sprite sprite, float2 pos, string palette, int zOffset)
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{
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Sprite = sprite;
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Pos = pos;
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Palette = palette;
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ZOffset = zOffset;
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}
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public Renderable(Sprite sprite, float2 pos, string palette)
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: this(sprite, pos, palette, 0) { }
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public Renderable WithPalette(string newPalette) { return new Renderable(Sprite, Pos, newPalette, ZOffset); }
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public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, newOffset); }
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public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, ZOffset); }
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}
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public interface ITraitInfo { object Create(ActorInitializer init); }
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public class TraitInfo<T> : ITraitInfo where T : new() { public virtual object Create(ActorInitializer init) { return new T(); } }
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public interface ITraitPrerequisite<T> where T : ITraitInfo { }
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public interface INotifySelection { void SelectionChanged(); }
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public interface ILoadWorldHook { void WorldLoaded(World w); }
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public interface IGameStarted { void GameStarted(World w); }
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public interface ICreatePlayers { void CreatePlayers(World w); }
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public interface IBot { void Activate(Player p); }
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public interface IActivity
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{
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IActivity NextActivity { get; set; }
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IActivity Tick(Actor self);
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void Cancel(Actor self);
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}
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public interface IRenderOverlay { void Render(); }
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public interface INotifyIdle { void Idle(Actor self); }
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public interface IBlocksBullets { }
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public interface IPostRenderSelection { void RenderAfterWorld(Actor self); }
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public interface IPreRenderSelection { void RenderBeforeWorld(Actor self); }
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public struct Target // a target: either an actor, or a fixed location.
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{
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Actor actor;
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float2 pos;
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bool valid;
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public static Target FromActor(Actor a) { return new Target { actor = a, valid = true }; }
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public static Target FromPos(float2 p) { return new Target { pos = p, valid = true }; }
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public static Target FromCell(int2 c) { return new Target { pos = Util.CenterOfCell(c), valid = true }; }
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public static Target FromOrder(Order o)
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{
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return o.TargetActor != null
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? Target.FromActor(o.TargetActor)
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: Target.FromCell(o.TargetLocation);
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}
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public static readonly Target None = new Target();
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public bool IsValid { get { return valid && (actor == null || actor.IsInWorld); } }
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public float2 CenterLocation { get { return actor != null ? actor.CenterLocation : pos.ToInt2(); } }
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public Actor Actor { get { return actor; } }
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public bool IsActor { get { return actor != null; } }
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}
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}
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