Files
OpenRA/OpenRA.Mods.Common/Graphics/ActorPreview.cs
2018-01-17 00:47:34 +01:00

115 lines
3.1 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;
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Graphics
{
public interface IActorPreview
{
void Tick();
IEnumerable<IRenderable> Render(WorldRenderer wr, WPos pos);
IEnumerable<Rectangle> ScreenBounds(WorldRenderer wr, WPos pos);
}
public class ActorPreviewInitializer : IActorInitializer
{
public readonly ActorInfo Actor;
public readonly WorldRenderer WorldRenderer;
public World World { get { return WorldRenderer.World; } }
readonly TypeDictionary dict;
public ActorPreviewInitializer(ActorInfo actor, WorldRenderer worldRenderer, TypeDictionary dict)
{
Actor = actor;
WorldRenderer = worldRenderer;
this.dict = dict;
}
public T Get<T>() where T : IActorInit { return dict.Get<T>(); }
public U Get<T, U>() where T : IActorInit<U> { return dict.Get<T>().Value(World); }
public bool Contains<T>() where T : IActorInit { return dict.Contains<T>(); }
public Func<WRot> GetOrientation()
{
var facingInfo = Actor.TraitInfoOrDefault<IFacingInfo>();
if (facingInfo == null)
return () => WRot.Zero;
// Dynamic facing takes priority
var dynamicInit = dict.GetOrDefault<DynamicFacingInit>();
if (dynamicInit != null)
{
// TODO: Account for terrain slope
var getFacing = dynamicInit.Value(null);
return () => WRot.FromFacing(getFacing());
}
// Fall back to initial actor facing if an Init isn't available
var facingInit = dict.GetOrDefault<FacingInit>();
var facing = facingInit != null ? facingInit.Value(null) : facingInfo.GetInitialFacing();
var orientation = WRot.FromFacing(facing);
return () => orientation;
}
public Func<int> GetFacing()
{
var facingInfo = Actor.TraitInfoOrDefault<IFacingInfo>();
if (facingInfo == null)
return () => 0;
// Dynamic facing takes priority
var dynamicInit = dict.GetOrDefault<DynamicFacingInit>();
if (dynamicInit != null)
return dynamicInit.Value(null);
// Fall back to initial actor facing if an Init isn't available
var facingInit = dict.GetOrDefault<FacingInit>();
var facing = facingInit != null ? facingInit.Value(null) : facingInfo.GetInitialFacing();
return () => facing;
}
public DamageState GetDamageState()
{
var health = dict.GetOrDefault<HealthInit>();
if (health == null)
return DamageState.Undamaged;
var hf = health.Value(null);
if (hf <= 0)
return DamageState.Dead;
if (hf < 0.25f)
return DamageState.Critical;
if (hf < 0.5f)
return DamageState.Heavy;
if (hf < 0.75f)
return DamageState.Medium;
if (hf < 1.0f)
return DamageState.Light;
return DamageState.Undamaged;
}
}
}