Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithWallSpriteBody.cs
Paul Chote b38018af9c Replace IActorInit with an abstract class.
A shared ValueActorInit<T> is introduced to reduce duplication
in the most common init cases, and an ActorInitActorReference
allow actors to be referenced by map.yaml name.
2020-06-08 19:18:38 +02:00

177 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[RequireExplicitImplementation]
interface IWallConnectorInfo : ITraitInfoInterface
{
string GetWallConnectionType();
}
[Desc("Render trait for actors that change sprites if neighbors with the same trait are present.")]
class WithWallSpriteBodyInfo : WithSpriteBodyInfo, IWallConnectorInfo, 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)
{
if (!EnabledByDefault)
yield break;
var adjacent = 0;
var locationInit = init.GetOrDefault<LocationInit>(this);
var neighbourInit = init.GetOrDefault<RuntimeNeighbourInit>(this);
if (locationInit != null && neighbourInit != null)
{
var location = locationInit.Value;
foreach (var kv in neighbourInit.Value)
{
var haveNeighbour = false;
foreach (var n in kv.Value)
{
var rb = init.World.Map.Rules.Actors[n].TraitInfos<IWallConnectorInfo>().FirstEnabledTraitOrDefault();
if (rb != null && rb.GetWallConnectionType() == 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);
anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => adjacent);
yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale);
}
string IWallConnectorInfo.GetWallConnectionType()
{
return Type;
}
}
class WithWallSpriteBody : WithSpriteBody, INotifyRemovedFromWorld, IWallConnector, ITick
{
readonly WithWallSpriteBodyInfo wallInfo;
int adjacent = 0;
bool dirty = true;
bool IWallConnector.AdjacentWallCanConnect(Actor self, CPos wallLocation, string wallType, out CVec facing)
{
facing = wallLocation - self.Location;
return wallInfo.Type == wallType && Math.Abs(facing.X) + Math.Abs(facing.Y) == 1;
}
void IWallConnector.SetDirty() { dirty = true; }
public WithWallSpriteBody(ActorInitializer init, WithWallSpriteBodyInfo info)
: base(init, info)
{
wallInfo = info;
}
protected override void DamageStateChanged(Actor self)
{
if (IsTraitDisabled)
return;
DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), () => adjacent);
}
void ITick.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)
{
CVec facing;
var wc = a.TraitsImplementing<IWallConnector>().FirstEnabledTraitOrDefault();
if (wc == null || !wc.AdjacentWallCanConnect(a, self.Location, wallInfo.Type, out facing))
continue;
if (facing.Y > 0)
adjacent |= 1;
else if (facing.X < 0)
adjacent |= 2;
else if (facing.Y < 0)
adjacent |= 4;
else if (facing.X > 0)
adjacent |= 8;
}
dirty = false;
}
protected override void TraitEnabled(Actor self)
{
base.TraitEnabled(self);
dirty = true;
DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), () => adjacent);
UpdateNeighbours(self);
// Set the initial animation frame before the render tick (for frozen actor previews)
self.World.AddFrameEndTask(_ => DefaultAnimation.Tick());
}
static void UpdateNeighbours(Actor self)
{
var adjacentActorTraits = CVec.Directions.SelectMany(dir =>
self.World.ActorMap.GetActorsAt(self.Location + dir))
.SelectMany(a => a.TraitsImplementing<IWallConnector>());
foreach (var aat in adjacentActorTraits)
aat.SetDirty();
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
UpdateNeighbours(self);
}
}
public class RuntimeNeighbourInit : ValueActorInit<Dictionary<CPos, string[]>>, ISuppressInitExport
{
public RuntimeNeighbourInit(Dictionary<CPos, string[]> value)
: base(value) { }
}
}