Files
OpenRA/OpenRA.Game/Traits/CreatesShroud.cs
Paul Chote 248e815d99 More shroud refactoring.
This introduces a hash on Shroud which ShroudRenderer
can observe, removing the need to explicitly twiddle
a dirty flag between objects.

Shroud disabling is now done via RenderPlayer, so
enabling the cheat or winning/losing will now give
vis equivalent to an observer.
2013-04-10 21:08:22 +12:00

59 lines
1.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Linq;
namespace OpenRA.Traits
{
public class CreatesShroudInfo : ITraitInfo
{
public readonly int Range = 0;
public object Create(ActorInitializer init) { return new CreatesShroud(this); }
}
public class CreatesShroud : ITick, ISync
{
CreatesShroudInfo Info;
[Sync] CPos previousLocation;
Shroud.ActorVisibility v;
public CreatesShroud(CreatesShroudInfo info)
{
Info = info;
}
public void Tick(Actor self)
{
// TODO: don't tick all the time.
if (self.Owner == null)
return;
var shrouds = self.World.ActorsWithTrait<Shroud>().Select(s => s.Actor.Owner.Shroud);
if (previousLocation != self.Location && v != null)
{
previousLocation = self.Location;
foreach (var shroud in shrouds)
shroud.UnhideActor(self, v, Info.Range);
}
if (!self.TraitsImplementing<IDisable>().Any(d => d.Disabled))
foreach (var shroud in shrouds)
shroud.HideActor(self, Info.Range);
else
foreach (var shroud in shrouds)
shroud.UnhideActor(self, v, Info.Range);
v = new Shroud.ActorVisibility {
vis = Shroud.GetVisOrigins(self).ToArray()
};
}
}
}