194 lines
6.3 KiB
C#
194 lines
6.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor will remain visible (but not updated visually) under fog, once discovered.")]
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public class FrozenUnderFogInfo : TraitInfo, Requires<BuildingInfo>, IDefaultVisibilityInfo
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{
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[Desc("Players with these relationships can always see the actor.")]
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public readonly PlayerRelationship AlwaysVisibleRelationships = PlayerRelationship.Ally;
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public override object Create(ActorInitializer init) { return new FrozenUnderFog(init, this); }
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}
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public class FrozenUnderFog : ICreatesFrozenActors, IRenderModifier, IDefaultVisibility, ITickRender, ISync, INotifyCreated, INotifyOwnerChanged, INotifyActorDisposing
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{
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[Sync]
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public int VisibilityHash;
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readonly FrozenUnderFogInfo info;
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readonly bool startsRevealed;
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readonly PPos[] footprint;
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PlayerDictionary<FrozenState> frozenStates;
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bool isRendering;
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bool created;
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class FrozenState
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{
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public readonly FrozenActor FrozenActor;
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public bool IsVisible;
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public FrozenState(FrozenActor frozenActor)
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{
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FrozenActor = frozenActor;
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}
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}
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public FrozenUnderFog(ActorInitializer init, FrozenUnderFogInfo info)
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{
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this.info = info;
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var map = init.World.Map;
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// Explore map-placed actors if the "Explore Map" option is enabled
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var shroudInfo = init.World.Map.Rules.Actors[SystemActors.Player].TraitInfo<ShroudInfo>();
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var exploredMap = init.World.LobbyInfo.GlobalSettings.OptionOrDefault("explored", shroudInfo.ExploredMapCheckboxEnabled);
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startsRevealed = exploredMap && init.Contains<SpawnedByMapInit>() && !init.Contains<HiddenUnderFogInit>();
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var buildingInfo = init.Self.Info.TraitInfoOrDefault<BuildingInfo>();
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var footprintCells = buildingInfo?.FrozenUnderFogTiles(init.Self.Location).ToList() ?? new List<CPos>() { init.Self.Location };
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footprint = footprintCells.SelectMany(c => map.ProjectedCellsCovering(c.ToMPos(map))).ToArray();
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}
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void INotifyCreated.Created(Actor self)
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{
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frozenStates = new PlayerDictionary<FrozenState>(self.World, (player, playerIndex) =>
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{
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var frozenActor = new FrozenActor(self, this, footprint, player, startsRevealed);
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player.PlayerActor.Trait<FrozenActorLayer>().Add(frozenActor);
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return new FrozenState(frozenActor) { IsVisible = !frozenActor.Visible };
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});
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// Set the initial visibility state
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// This relies on actor.GetTargetablePositions(), which is also setup up in Created.
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// Since we can't be sure whether our method will run after theirs, defer by a frame.
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self.World.AddFrameEndTask(_ =>
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{
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for (var playerIndex = 0; playerIndex < frozenStates.Count; playerIndex++)
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{
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var state = frozenStates[playerIndex];
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var frozen = state.FrozenActor;
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if (startsRevealed || state.IsVisible)
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UpdateFrozenActor(frozen, playerIndex);
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frozen.RefreshHidden();
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}
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});
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created = true;
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}
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void UpdateFrozenActor(FrozenActor frozenActor, int playerIndex)
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{
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VisibilityHash |= 1 << (playerIndex % 32);
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frozenActor.RefreshState();
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}
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void ICreatesFrozenActors.OnVisibilityChanged(FrozenActor frozen)
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{
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// Ignore callbacks during initial setup
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if (!created)
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return;
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// Update state visibility to match the frozen actor to ensure consistency
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var state = frozenStates[frozen.Viewer];
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var isVisible = !frozen.Visible;
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state.IsVisible = isVisible;
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if (isVisible)
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UpdateFrozenActor(frozen, frozen.Viewer.World.Players.IndexOf(frozen.Viewer));
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frozen.RefreshHidden();
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}
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bool IsVisibleInner(Player byPlayer)
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{
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// If fog is disabled visibility is determined by shroud
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if (!byPlayer.Shroud.FogEnabled)
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return byPlayer.Shroud.AnyExplored(footprint);
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return frozenStates[byPlayer].IsVisible;
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}
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public bool IsVisible(Actor self, Player byPlayer)
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{
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if (byPlayer == null)
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return true;
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var relationship = self.Owner.RelationshipWith(byPlayer);
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return info.AlwaysVisibleRelationships.HasRelationship(relationship) || IsVisibleInner(byPlayer);
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}
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void ITickRender.TickRender(WorldRenderer wr, Actor self)
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{
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IRenderable[] renderables = null;
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Rectangle[] bounds = null;
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var mouseBounds = Polygon.Empty;
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for (var playerIndex = 0; playerIndex < frozenStates.Count; playerIndex++)
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{
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var frozen = frozenStates[playerIndex].FrozenActor;
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if (!frozen.NeedRenderables)
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continue;
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if (renderables == null)
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{
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isRendering = true;
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renderables = self.Render(wr).ToArray();
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bounds = self.ScreenBounds(wr).ToArray();
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mouseBounds = self.MouseBounds(wr);
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isRendering = false;
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}
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frozen.NeedRenderables = false;
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frozen.Renderables = renderables;
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frozen.ScreenBounds = bounds;
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frozen.MouseBounds = mouseBounds;
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self.World.ScreenMap.AddOrUpdate(self.World.Players[playerIndex], frozen);
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}
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}
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IEnumerable<IRenderable> IRenderModifier.ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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return IsVisible(self, self.World.RenderPlayer) || isRendering ? r : SpriteRenderable.None;
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}
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IEnumerable<Rectangle> IRenderModifier.ModifyScreenBounds(Actor self, WorldRenderer wr, IEnumerable<Rectangle> bounds)
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{
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return bounds;
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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// Force a state update for the old owner so the tooltip etc doesn't show them as the owner
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var oldOwnerIndex = self.World.Players.IndexOf(oldOwner);
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var frozen = frozenStates[oldOwnerIndex].FrozenActor;
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UpdateFrozenActor(frozen, oldOwnerIndex);
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frozen.RefreshHidden();
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}
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void INotifyActorDisposing.Disposing(Actor self)
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{
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// Invalidate the frozen actor (which exists if this actor was captured from an enemy)
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// for the current owner
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frozenStates[self.Owner].FrozenActor.Invalidate();
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}
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}
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public class HiddenUnderFogInit : RuntimeFlagInit, ISingleInstanceInit { }
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}
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