Files
OpenRA/OpenRA.Game/Traits/TraitsInterfaces.cs
2015-04-19 22:27:47 +12:00

346 lines
12 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Diagnostics.CodeAnalysis;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
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 }
[Flags]
public enum Stance
{
None = 0,
Enemy = 1,
Neutral = 2,
Ally = 4,
}
[Flags]
public enum ImpactType
{
None = 0,
Ground = 1,
Water = 2,
Air = 4,
GroundHit = 8,
WaterHit = 16,
AirHit = 32
}
public class AttackInfo
{
public Actor Attacker;
public DamageWarhead 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<IRenderable> Render(Actor self, WorldRenderer wr); }
public interface IAutoSelectionSize { int2 SelectionSize(Actor self); }
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) { return (self & m) == m; }
}
public interface IOrderTargeter
{
string OrderID { get; }
int OrderPriority { get; }
bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor);
bool IsQueued { get; }
bool OverrideSelection { 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 INotifyCreated { void Created(Actor self); }
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 INotifyOtherProduction { void UnitProducedByOther(Actor self, Actor producer, Actor produced); }
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 INotifyInfiltrated { void Infiltrated(Actor self, Actor infiltrator); }
public interface INotifyDiscovered { void OnDiscovered(Actor self, Player discoverer, bool playNotification); }
public interface IDisableMove { bool MoveDisabled(Actor self); }
public interface ISeedableResource { void Seed(Actor self); }
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 IStoreResources { 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
{
ITooltipInfo TooltipInfo { get; }
Player Owner { get; }
}
public interface ITooltipInfo
{
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 IDisable { bool Disabled { get; } }
public interface IExplodeModifier { bool ShouldExplode(Actor self); }
public interface IHuskModifier { string HuskActor(Actor self); }
public interface IRadarSignature
{
IEnumerable<Pair<CPos, Color>> RadarSignatureCells(Actor self);
}
public interface IVisibilityModifier { bool IsVisible(Actor self, Player byPlayer); }
public interface IFogVisibilityModifier { bool HasFogVisibility(Player byPlayer); }
public interface IRadarColorModifier { Color RadarColorOverride(Actor self); }
public interface IOccupySpaceInfo : ITraitInfo { }
public interface IOccupySpace
{
WPos CenterPosition { get; }
CPos TopLeft { get; }
IEnumerable<Pair<CPos, SubCell>> 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<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r); }
public interface IDamageModifier { int GetDamageModifier(Actor attacker, DamageWarhead warhead); }
public interface ISpeedModifier { int GetSpeedModifier(); }
public interface IFirepowerModifier { int GetFirepowerModifier(); }
public interface IReloadModifier { int GetReloadModifier(); }
public interface IInaccuracyModifier { int GetInaccuracyModifier(); }
public interface IPowerModifier { int GetPowerModifier(); }
public interface ILoadsPalettes { void LoadPalettes(WorldRenderer wr); }
public interface IPaletteModifier { void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> b); }
public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
public interface ITags { IEnumerable<TagType> GetTags(); }
public interface ISelectionBar { float GetValue(); Color GetColor(); }
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);
}
public interface IMoveInfo : ITraitInfo { }
public interface IMove
{
Activity MoveTo(CPos cell, int nearEnough);
Activity MoveTo(CPos cell, Actor ignoredActor);
Activity MoveWithinRange(Target target, WRange range);
Activity MoveWithinRange(Target target, WRange minRange, WRange maxRange);
Activity MoveFollow(Actor self, Target target, WRange minRange, WRange maxRange);
Activity MoveIntoWorld(Actor self, CPos cell, SubCell subCell = SubCell.Any);
Activity MoveToTarget(Actor self, Target target);
Activity MoveIntoTarget(Actor self, Target target);
Activity VisualMove(Actor self, WPos fromPos, WPos toPos);
CPos NearestMoveableCell(CPos target);
bool IsMoving { get; set; }
bool CanEnterTargetNow(Actor self, Target target);
}
public interface INotifyBlockingMove { void OnNotifyBlockingMove(Actor self, Actor blocking); }
public interface IFacing
{
int ROT { get; }
int Facing { get; set; }
}
public interface IFacingInfo : ITraitInfo { 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<T> : ITraitInfo where T : new() { public virtual object Create(ActorInitializer init) { return new T(); } }
[SuppressMessage("StyleCop.CSharp.NamingRules", "SA1302:InterfaceNamesMustBeginWithI", Justification = "Not a real interface, but more like a tag.")]
public interface Requires<T> where T : class, ITraitInfo { }
[SuppressMessage("StyleCop.CSharp.NamingRules", "SA1302:InterfaceNamesMustBeginWithI", Justification = "Not a real interface, but more like a tag.")]
public interface UsesInit<T> 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 IBlocksProjectiles { }
public interface IRenderInfantrySequenceModifier
{
bool IsModifyingSequence { get; }
string SequencePrefix { get; }
}
public interface IPostRender { void RenderAfterWorld(WorldRenderer wr, Actor self); }
public interface IRenderShroud { void RenderShroud(WorldRenderer wr, Shroud shroud); }
public interface IPostRenderSelection { IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr); }
public interface IBodyOrientation
{
WAngle CameraPitch { get; }
int QuantizedFacings { get; }
WVec LocalToWorld(WVec vec);
WRot QuantizeOrientation(Actor self, WRot orientation);
}
public interface IBodyOrientationInfo : ITraitInfo
{
WVec LocalToWorld(WVec vec);
WRot QuantizeOrientation(WRot orientation, int facings);
}
public interface IQuantizeBodyOrientationInfo { int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race); }
public interface ITargetableInfo
{
string[] GetTargetTypes();
}
public interface ITargetable
{
string[] TargetTypes { get; }
IEnumerable<WPos> 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<string> emitError, Action<string> emitWarning, Map map); }
public interface IObjectivesPanel { string PanelName { get; } }
public interface INotifyObjectivesUpdated
{
void OnPlayerWon(Player winner);
void OnPlayerLost(Player loser);
void OnObjectiveAdded(Player player, int objectiveID);
void OnObjectiveCompleted(Player player, int objectiveID);
void OnObjectiveFailed(Player player, int objectiveID);
}
public static class DisableExts
{
public static bool IsDisabled(this Actor a)
{
return a.TraitsImplementing<IDisable>().Any(d => d.Disabled);
}
}
public interface ILegacyEditorRenderInfo
{
string EditorPalette { get; }
string EditorImage(ActorInfo actor, SequenceProvider sequenceProvider, string race);
}
}