Files
OpenRA/OpenRA.Mods.Cnc/Effects/GpsDotEffect.cs
Paul Chote 3e490e5843 Cache FrozenActorLayer on the Player object.
This avoids unnecessary trait queries.
2018-12-17 22:19:26 +01:00

113 lines
3.5 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.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Mods.Cnc.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Effects
{
class GpsDotEffect : IEffect, IEffectAboveShroud
{
readonly Actor actor;
readonly GpsDotInfo info;
readonly Animation anim;
readonly PlayerDictionary<DotState> dotStates;
readonly IDefaultVisibility visibility;
readonly IVisibilityModifier[] visibilityModifiers;
class DotState
{
public readonly GpsWatcher Watcher;
public readonly FrozenActor FrozenActor;
public bool Visible;
public DotState(Actor a, GpsWatcher watcher, FrozenActorLayer frozenLayer)
{
Watcher = watcher;
if (frozenLayer != null)
FrozenActor = frozenLayer.FromID(a.ActorID);
}
}
public GpsDotEffect(Actor actor, GpsDotInfo info)
{
this.actor = actor;
this.info = info;
anim = new Animation(actor.World, info.Image);
anim.PlayRepeating(info.String);
visibility = actor.Trait<IDefaultVisibility>();
visibilityModifiers = actor.TraitsImplementing<IVisibilityModifier>().ToArray();
dotStates = new PlayerDictionary<DotState>(actor.World,
p => new DotState(actor, p.PlayerActor.Trait<GpsWatcher>(), p.FrozenActorLayer));
}
bool ShouldRender(DotState state, Player toPlayer)
{
// Hide the indicator if no watchers are available
if (!state.Watcher.Granted && !state.Watcher.GrantedAllies)
return false;
// Hide the indicator if a frozen actor portrait is visible
if (state.FrozenActor != null && state.FrozenActor.HasRenderables)
return false;
// Hide the indicator if the unit appears to be owned by an allied player
if (actor.EffectiveOwner != null && actor.EffectiveOwner.Owner != null &&
toPlayer.IsAlliedWith(actor.EffectiveOwner.Owner))
return false;
// Hide indicator if the actor wouldn't otherwise be visible if there wasn't fog
foreach (var visibilityModifier in visibilityModifiers)
if (!visibilityModifier.IsVisible(actor, toPlayer))
return false;
// Hide the indicator behind shroud
if (!toPlayer.Shroud.IsExplored(actor.CenterPosition))
return false;
return !visibility.IsVisible(actor, toPlayer) && toPlayer.Shroud.IsExplored(actor.CenterPosition);
}
void IEffect.Tick(World world)
{
for (var playerIndex = 0; playerIndex < dotStates.Count; playerIndex++)
{
var state = dotStates[playerIndex];
state.Visible = ShouldRender(state, world.Players[playerIndex]);
}
}
IEnumerable<IRenderable> IEffect.Render(WorldRenderer wr)
{
return SpriteRenderable.None;
}
IEnumerable<IRenderable> IEffectAboveShroud.RenderAboveShroud(WorldRenderer wr)
{
if (actor.World.RenderPlayer == null || !dotStates[actor.World.RenderPlayer].Visible)
return SpriteRenderable.None;
var effectiveOwner = actor.EffectiveOwner != null && actor.EffectiveOwner.Owner != null ?
actor.EffectiveOwner.Owner : actor.Owner;
var palette = wr.Palette(info.IndicatorPalettePrefix + effectiveOwner.InternalName);
return anim.Render(actor.CenterPosition, palette);
}
}
}