Files
OpenRA/OpenRA.Mods.Common/Traits/Modifiers/FrozenUnderFog.cs
2016-02-21 16:27:31 +00:00

144 lines
4.1 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
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
{
public readonly bool StartsRevealed = false;
[Desc("Players with these stances can always see the actor.")]
public readonly Stance AlwaysVisibleStances = Stance.Ally;
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;
// Spawned actors (e.g. building husks) shouldn't be revealed
startsRevealed = info.StartsRevealed && !init.Contains<ParentActorInit>();
var footprintCells = FootprintUtils.Tiles(init.Self).ToList();
footprint = footprintCells.SelectMany(c => map.ProjectedCellsCovering(c.ToMPos(map))).ToArray();
}
public void 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);
}
public void 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);
}
}
public void TickRender(WorldRenderer wr, Actor self)
{
IRenderable[] renderables = null;
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();
isRendering = false;
}
frozen.NeedRenderables = false;
frozen.Renderables = renderables;
}
}
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
return IsVisible(self, self.World.RenderPlayer) || isRendering ? r : SpriteRenderable.None;
}
}
}