Files
OpenRA/OpenRA.Mods.RA/Effects/GpsDot.cs
Paul Chote 4a90ff834e Merge pull request #11867 from abcdefg30/gpsDot
Fix GPSDots being visible when the unit is not InWorld or dead
2016-09-03 11:35:14 +01:00

150 lines
4.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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 OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Effects
{
[Desc("Attach this to actors to render pictograms while hidden.")]
class GpsDotInfo : ITraitInfo
{
[Desc("Sprite collection for symbols.")]
public readonly string Image = "gpsdot";
[Desc("Sprite used for this actor.")]
[SequenceReference("Image")] public readonly string String = "Infantry";
[PaletteReference(true)] public readonly string IndicatorPalettePrefix = "player";
public object Create(ActorInitializer init)
{
return new GpsDot(init.Self, this);
}
}
class GpsDot : IEffect, IEffectAboveShroud
{
readonly Actor self;
readonly GpsDotInfo info;
readonly Animation anim;
readonly PlayerDictionary<DotState> dotStates;
readonly Lazy<HiddenUnderFog> huf;
readonly Lazy<FrozenUnderFog> fuf;
readonly Lazy<Disguise> disguise;
readonly Lazy<Cloak> cloak;
readonly Cache<Player, FrozenActorLayer> frozen;
class DotState
{
public readonly GpsWatcher Gps;
public bool IsTargetable;
public bool ShouldRender;
public DotState(GpsWatcher gps)
{
Gps = gps;
}
}
public GpsDot(Actor self, GpsDotInfo info)
{
this.self = self;
this.info = info;
anim = new Animation(self.World, info.Image);
anim.PlayRepeating(info.String);
self.World.AddFrameEndTask(w => w.Add(this));
huf = Exts.Lazy(() => self.TraitOrDefault<HiddenUnderFog>());
fuf = Exts.Lazy(() => self.TraitOrDefault<FrozenUnderFog>());
disguise = Exts.Lazy(() => self.TraitOrDefault<Disguise>());
cloak = Exts.Lazy(() => self.TraitOrDefault<Cloak>());
frozen = new Cache<Player, FrozenActorLayer>(p => p.PlayerActor.Trait<FrozenActorLayer>());
dotStates = new PlayerDictionary<DotState>(self.World, player => new DotState(player.PlayerActor.Trait<GpsWatcher>()));
}
public bool IsDotVisible(Player toPlayer)
{
return dotStates[toPlayer].IsTargetable;
}
bool IsTargetableBy(Player toPlayer, out bool shouldRenderIndicator)
{
shouldRenderIndicator = false;
if (cloak.Value != null && cloak.Value.Cloaked)
return false;
if (disguise.Value != null && disguise.Value.Disguised)
return false;
if (huf.Value != null && !huf.Value.IsVisible(self, toPlayer)
&& toPlayer.Shroud.IsExplored(self.CenterPosition))
{
var f1 = FrozenActorForPlayer(toPlayer);
shouldRenderIndicator = f1 == null || !f1.HasRenderables;
return true;
}
if (fuf.Value == null)
return false;
var f2 = FrozenActorForPlayer(toPlayer);
if (f2 == null)
return false;
shouldRenderIndicator = !f2.HasRenderables;
return f2.Visible && !f2.Shrouded && !toPlayer.World.ShroudObscures(self.CenterPosition);
}
FrozenActor FrozenActorForPlayer(Player player)
{
return frozen[player].FromID(self.ActorID);
}
void IEffect.Tick(World world)
{
if (self.Disposed)
world.AddFrameEndTask(w => w.Remove(this));
for (var playerIndex = 0; playerIndex < dotStates.Count; playerIndex++)
{
var state = dotStates[playerIndex];
var shouldRender = false;
if (self.IsInWorld && !self.IsDead)
state.IsTargetable = (state.Gps.Granted || state.Gps.GrantedAllies) && IsTargetableBy(world.Players[playerIndex], out shouldRender);
state.ShouldRender = state.IsTargetable && shouldRender;
}
}
IEnumerable<IRenderable> IEffect.Render(WorldRenderer wr) { return SpriteRenderable.None; }
IEnumerable<IRenderable> IEffectAboveShroud.RenderAboveShroud(WorldRenderer wr)
{
if (self.World.RenderPlayer == null || !dotStates[self.World.RenderPlayer].ShouldRender || self.Disposed)
return SpriteRenderable.None;
var palette = wr.Palette(info.IndicatorPalettePrefix + self.Owner.InternalName);
return anim.Render(self.CenterPosition, palette);
}
}
}