Files
OpenRA/OpenRA.Mods.Common/Traits/Modifiers/FrozenUnderFog.cs
Paul Chote 6f5d035e79 Introduce IMouseBounds and split/rework mouse rectangles.
The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.

An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
2017-12-11 19:45:07 +01:00

168 lines
5.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor will remain visible (but not updated visually) under fog, once discovered.")]
public class FrozenUnderFogInfo : ITraitInfo, Requires<BuildingInfo>, IDefaultVisibilityInfo, IRulesetLoaded
{
[Desc("Players with these stances can always see the actor.")]
public readonly Stance AlwaysVisibleStances = Stance.Ally;
void IRulesetLoaded<ActorInfo>.RulesetLoaded(Ruleset rules, ActorInfo info)
{
if (!info.HasTraitInfo<SelectableInfo>() && !info.HasTraitInfo<IAutoSelectionSizeInfo>())
throw new YamlException("Cannot create a frozen actor for actor type '{0}' with empty bounds (no selection size given).".F(info.Name));
}
public object Create(ActorInitializer init) { return new FrozenUnderFog(init, this); }
}
public class FrozenUnderFog : IRenderModifier, IDefaultVisibility, ITick, ITickRender, ISync, INotifyCreated
{
[Sync] public int VisibilityHash;
readonly FrozenUnderFogInfo info;
readonly bool startsRevealed;
readonly PPos[] footprint;
PlayerDictionary<FrozenState> frozenStates;
bool isRendering;
class FrozenState
{
public readonly FrozenActor FrozenActor;
public bool IsVisible;
public FrozenState(FrozenActor frozenActor)
{
FrozenActor = frozenActor;
}
}
public FrozenUnderFog(ActorInitializer init, FrozenUnderFogInfo info)
{
this.info = info;
var map = init.World.Map;
// Explore map-placed actors if the "Explore Map" option is enabled
var shroudInfo = init.World.Map.Rules.Actors["player"].TraitInfo<ShroudInfo>();
var exploredMap = init.World.LobbyInfo.GlobalSettings.OptionOrDefault("explored", shroudInfo.ExploredMapEnabled);
startsRevealed = exploredMap && init.Contains<SpawnedByMapInit>() && !init.Contains<HiddenUnderFogInit>();
var buildingInfo = init.Self.Info.TraitInfoOrDefault<BuildingInfo>();
var footprintCells = buildingInfo != null ? buildingInfo.FrozenUnderFogTiles(init.Self.Location).ToList() : new List<CPos>() { init.Self.Location };
footprint = footprintCells.SelectMany(c => map.ProjectedCellsCovering(c.ToMPos(map))).ToArray();
}
void INotifyCreated.Created(Actor self)
{
frozenStates = new PlayerDictionary<FrozenState>(self.World, (player, playerIndex) =>
{
var frozenActor = new FrozenActor(self, footprint, player.Shroud, startsRevealed);
if (startsRevealed)
UpdateFrozenActor(self, frozenActor, playerIndex);
player.PlayerActor.Trait<FrozenActorLayer>().Add(frozenActor);
return new FrozenState(frozenActor) { IsVisible = startsRevealed };
});
}
void UpdateFrozenActor(Actor self, FrozenActor frozenActor, int playerIndex)
{
VisibilityHash |= 1 << (playerIndex % 32);
frozenActor.RefreshState();
}
bool IsVisibleInner(Actor self, Player byPlayer)
{
// If fog is disabled visibility is determined by shroud
if (!byPlayer.Shroud.FogEnabled)
return byPlayer.Shroud.AnyExplored(self.OccupiesSpace.OccupiedCells());
return frozenStates[byPlayer].IsVisible;
}
public bool IsVisible(Actor self, Player byPlayer)
{
if (byPlayer == null)
return true;
var stance = self.Owner.Stances[byPlayer];
return info.AlwaysVisibleStances.HasStance(stance) || IsVisibleInner(self, byPlayer);
}
void ITick.Tick(Actor self)
{
if (self.Disposed)
return;
VisibilityHash = 0;
for (var playerIndex = 0; playerIndex < frozenStates.Count; playerIndex++)
{
var state = frozenStates[playerIndex];
var frozenActor = state.FrozenActor;
var isVisible = !frozenActor.Visible;
state.IsVisible = isVisible;
if (isVisible)
UpdateFrozenActor(self, frozenActor, playerIndex);
}
}
void ITickRender.TickRender(WorldRenderer wr, Actor self)
{
IRenderable[] renderables = null;
Rectangle[] bounds = null;
Rectangle mouseBounds = Rectangle.Empty;
for (var playerIndex = 0; playerIndex < frozenStates.Count; playerIndex++)
{
var frozen = frozenStates[playerIndex].FrozenActor;
if (!frozen.NeedRenderables)
continue;
if (renderables == null)
{
isRendering = true;
renderables = self.Render(wr).ToArray();
bounds = self.ScreenBounds(wr).ToArray();
mouseBounds = self.MouseBounds(wr);
isRendering = false;
}
frozen.NeedRenderables = false;
frozen.Renderables = renderables;
frozen.ScreenBounds = bounds;
frozen.MouseBounds = mouseBounds;
self.World.ScreenMap.AddOrUpdate(self.World.Players[playerIndex], frozen);
}
}
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
return IsVisible(self, self.World.RenderPlayer) || isRendering ? r : SpriteRenderable.None;
}
IEnumerable<Rectangle> IRenderModifier.ModifyScreenBounds(Actor self, WorldRenderer wr, IEnumerable<Rectangle> bounds)
{
return bounds;
}
}
public class HiddenUnderFogInit : IActorInit { }
}