Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithWallSpriteBody.cs
reaperrr 2f69711341 Rename ActorMap *UnitsAt* occurences to *ActorsAt*
These enumerate actors in general, not just mobile actors (which the term 'unit' usually refers to).
2015-10-16 00:07:06 +02:00

151 lines
4.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Render trait for actors that change sprites if neighbors with the same trait are present.")]
class WithWallSpriteBodyInfo : WithSpriteBodyInfo, Requires<BuildingInfo>
{
public readonly string Type = "wall";
public override object Create(ActorInitializer init) { return new WithWallSpriteBody(init, this); }
public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var adjacent = 0;
if (init.Contains<RuntimeNeighbourInit>())
{
var location = CPos.Zero;
if (init.Contains<LocationInit>())
location = init.Get<LocationInit, CPos>();
var neighbours = init.Get<RuntimeNeighbourInit, Dictionary<CPos, string[]>>();
foreach (var kv in neighbours)
{
var haveNeighbour = false;
foreach (var n in kv.Value)
{
var rb = init.World.Map.Rules.Actors[n].TraitInfoOrDefault<WithWallSpriteBodyInfo>();
if (rb != null && rb.Type == Type)
{
haveNeighbour = true;
break;
}
}
if (!haveNeighbour)
continue;
if (kv.Key == location + new CVec(0, -1))
adjacent |= 1;
else if (kv.Key == location + new CVec(+1, 0))
adjacent |= 2;
else if (kv.Key == location + new CVec(0, +1))
adjacent |= 4;
else if (kv.Key == location + new CVec(-1, 0))
adjacent |= 8;
}
}
var anim = new Animation(init.World, image, () => 0);
anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => adjacent);
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
}
class WithWallSpriteBody : WithSpriteBody, INotifyRemovedFromWorld, ITick
{
readonly WithWallSpriteBodyInfo wallInfo;
int adjacent = 0;
bool dirty = true;
public WithWallSpriteBody(ActorInitializer init, WithWallSpriteBodyInfo info)
: base(init, info, () => 0)
{
wallInfo = info;
}
public override void DamageStateChanged(Actor self, AttackInfo e)
{
DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), () => adjacent);
}
public void Tick(Actor self)
{
if (!dirty)
return;
// Update connection to neighbours
var adjacentActors = CVec.Directions.SelectMany(dir =>
self.World.ActorMap.GetActorsAt(self.Location + dir));
adjacent = 0;
foreach (var a in adjacentActors)
{
var rb = a.TraitOrDefault<WithWallSpriteBody>();
if (rb == null || rb.wallInfo.Type != wallInfo.Type)
continue;
var location = self.Location;
var otherLocation = a.Location;
if (otherLocation == location + new CVec(0, -1))
adjacent |= 1;
else if (otherLocation == location + new CVec(+1, 0))
adjacent |= 2;
else if (otherLocation == location + new CVec(0, +1))
adjacent |= 4;
else if (otherLocation == location + new CVec(-1, 0))
adjacent |= 8;
}
dirty = false;
}
public override void BuildingComplete(Actor self)
{
DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), () => adjacent);
UpdateNeighbours(self);
}
static void UpdateNeighbours(Actor self)
{
var adjacentActors = CVec.Directions.SelectMany(dir =>
self.World.ActorMap.GetActorsAt(self.Location + dir))
.Select(a => a.TraitOrDefault<WithWallSpriteBody>())
.Where(a => a != null);
foreach (var rb in adjacentActors)
rb.dirty = true;
}
public void RemovedFromWorld(Actor self)
{
UpdateNeighbours(self);
}
}
public class RuntimeNeighbourInit : IActorInit<Dictionary<CPos, string[]>>, ISuppressInitExport
{
[FieldFromYamlKey] readonly Dictionary<CPos, string[]> value = null;
public RuntimeNeighbourInit() { }
public RuntimeNeighbourInit(Dictionary<CPos, string[]> init) { value = init; }
public Dictionary<CPos, string[]> Value(World world) { return value; }
}
}