When handling the Nodes collection in MiniYaml, individual nodes are located via one of two methods:
// Lookup a single key with linear search.
var node = yaml.Nodes.FirstOrDefault(n => n.Key == "SomeKey");
// Convert to dictionary, expecting many key lookups.
var dict = nodes.ToDictionary();
// Lookup a single key in the dictionary.
var node = dict["SomeKey"];
To simplify lookup of individual keys via linear search, provide helper methods NodeWithKeyOrDefault and NodeWithKey. These helpers do the equivalent of Single{OrDefault} searches. Whilst this requires checking the whole list, it provides a useful correctness check. Two duplicated keys in TS yaml are fixed as a result. We can also optimize the helpers to not use LINQ, avoiding allocation of the delegate to search for a key.
Adjust existing code to use either lnear searches or dictionary lookups based on whether it will be resolving many keys. Resolving few keys can be done with linear searches to avoid building a dictionary. Resolving many keys should be done with a dictionary to avoid quaradtic runtime from repeated linear searches.
615 lines
19 KiB
C#
615 lines
19 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.FileSystem;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Network;
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using OpenRA.Primitives;
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using OpenRA.Support;
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namespace OpenRA.Traits
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{
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[AttributeUsage(AttributeTargets.Interface)]
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public sealed class RequireExplicitImplementationAttribute : Attribute { }
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[Flags]
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public enum DamageState
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{
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Undamaged = 1,
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Light = 2,
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Medium = 4,
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Heavy = 8,
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Critical = 16,
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Dead = 32
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}
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/// <summary>
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/// Type tag for DamageTypes <see cref="BitSet{T}"/>.
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/// </summary>
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public sealed class DamageType { DamageType() { } }
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public interface IHealthInfo : ITraitInfoInterface
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{
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int MaxHP { get; }
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}
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public interface IHealth
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{
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DamageState DamageState { get; }
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int HP { get; }
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int MaxHP { get; }
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int DisplayHP { get; }
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bool IsDead { get; }
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void InflictDamage(Actor self, Actor attacker, Damage damage, bool ignoreModifiers);
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void Kill(Actor self, Actor attacker, BitSet<DamageType> damageTypes);
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}
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[Flags]
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public enum PlayerRelationship
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{
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None = 0,
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Enemy = 1,
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Neutral = 2,
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Ally = 4,
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}
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public static class PlayerRelationshipExts
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{
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public static bool HasRelationship(this PlayerRelationship r, PlayerRelationship relationship)
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{
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// PERF: Enum.HasFlag is slower and requires allocations.
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return (r & relationship) == relationship;
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}
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}
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public class AttackInfo
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{
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public Damage Damage;
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public Actor Attacker;
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public DamageState DamageState;
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public DamageState PreviousDamageState;
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}
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public class Damage
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{
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public readonly int Value;
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public readonly BitSet<DamageType> DamageTypes;
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public Damage(int damage, BitSet<DamageType> damageTypes)
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{
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Value = damage;
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DamageTypes = damageTypes;
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}
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public Damage(int damage)
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{
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Value = damage;
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DamageTypes = default;
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}
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}
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[RequireExplicitImplementation]
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public interface ITick { void Tick(Actor self); }
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[RequireExplicitImplementation]
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public interface ITickRender { void TickRender(WorldRenderer wr, Actor self); }
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public interface IRender
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{
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IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr);
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IEnumerable<Rectangle> ScreenBounds(Actor self, WorldRenderer wr);
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}
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public interface IMouseBounds { Polygon MouseoverBounds(Actor self, WorldRenderer wr); }
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public interface IMouseBoundsInfo : ITraitInfoInterface { }
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public interface IAutoMouseBounds { Rectangle AutoMouseoverBounds(Actor self, WorldRenderer wr); }
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public interface IIssueOrder
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{
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IEnumerable<IOrderTargeter> Orders { get; }
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Order IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued);
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}
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[Flags]
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public enum TargetModifiers { None = 0, ForceAttack = 1, ForceQueue = 2, ForceMove = 4 }
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public static class TargetModifiersExts
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{
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public static bool HasModifier(this TargetModifiers self, TargetModifiers m)
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{
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// PERF: Enum.HasFlag is slower and requires allocations.
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return (self & m) == m;
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}
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}
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public interface IOrderTargeter
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{
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string OrderID { get; }
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int OrderPriority { get; }
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bool CanTarget(Actor self, in Target target, ref TargetModifiers modifiers, ref string cursor);
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bool IsQueued { get; }
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bool TargetOverridesSelection(Actor self, in Target target, List<Actor> actorsAt, CPos xy, TargetModifiers modifiers);
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}
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public interface IResolveOrder { void ResolveOrder(Actor self, Order order); }
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public interface IValidateOrder { bool OrderValidation(OrderManager orderManager, World world, int clientId, Order order); }
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public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); }
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[RequireExplicitImplementation]
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public interface INotifyCreated { void Created(Actor self); }
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[RequireExplicitImplementation]
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public interface INotifyAddedToWorld { void AddedToWorld(Actor self); }
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[RequireExplicitImplementation]
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public interface INotifyRemovedFromWorld { void RemovedFromWorld(Actor self); }
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[RequireExplicitImplementation]
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public interface INotifyActorDisposing { void Disposing(Actor self); }
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public interface INotifyOwnerChanged { void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner); }
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public interface INotifyEffectiveOwnerChanged { void OnEffectiveOwnerChanged(Actor self, Player oldEffectiveOwner, Player newEffectiveOwner); }
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public interface INotifyOwnerLost { void OnOwnerLost(Actor self); }
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[RequireExplicitImplementation]
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public interface IVoiced
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{
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string VoiceSet { get; }
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bool PlayVoice(Actor self, string phrase, string variant);
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bool PlayVoiceLocal(Actor self, string phrase, string variant, float volume);
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bool HasVoice(Actor self, string voice);
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}
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[RequireExplicitImplementation]
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public interface IStoreResources { int Capacity { get; } }
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public interface IEffectiveOwner
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{
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bool Disguised { get; }
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Player Owner { get; }
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}
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public interface ITooltip
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{
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ITooltipInfo TooltipInfo { get; }
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Player Owner { get; }
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}
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public interface ITooltipInfo : ITraitInfoInterface
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{
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string TooltipForPlayerStance(PlayerRelationship stance);
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bool IsOwnerRowVisible { get; }
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}
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public interface IProvideTooltipInfo
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{
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bool IsTooltipVisible(Player forPlayer);
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string TooltipText { get; }
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}
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public interface IDisabledTrait { bool IsTraitDisabled { get; } }
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public interface IDefaultVisibilityInfo : ITraitInfoInterface { }
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public interface IDefaultVisibility { bool IsVisible(Actor self, Player byPlayer); }
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public interface IVisibilityModifier { bool IsVisible(Actor self, Player byPlayer); }
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public interface IActorMap
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{
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IEnumerable<Actor> GetActorsAt(CPos a);
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IEnumerable<Actor> GetActorsAt(CPos a, SubCell sub);
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bool HasFreeSubCell(CPos cell, bool checkTransient = true);
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SubCell FreeSubCell(CPos cell, SubCell preferredSubCell = SubCell.Any, bool checkTransient = true);
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SubCell FreeSubCell(CPos cell, SubCell preferredSubCell, Func<Actor, bool> checkIfBlocker);
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bool AnyActorsAt(CPos a);
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bool AnyActorsAt(CPos a, SubCell sub, bool checkTransient = true);
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bool AnyActorsAt(CPos a, SubCell sub, Func<Actor, bool> withCondition);
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IEnumerable<Actor> AllActors();
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void AddInfluence(Actor self, IOccupySpace ios);
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void RemoveInfluence(Actor self, IOccupySpace ios);
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int AddCellTrigger(CPos[] cells, Action<Actor> onEntry, Action<Actor> onExit);
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IEnumerable<CPos> TriggerPositions();
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void RemoveCellTrigger(int id);
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int AddProximityTrigger(WPos pos, WDist range, WDist vRange, Action<Actor> onEntry, Action<Actor> onExit);
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void RemoveProximityTrigger(int id);
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void UpdateProximityTrigger(int id, WPos newPos, WDist newRange, WDist newVRange);
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void AddPosition(Actor a, IOccupySpace ios);
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void RemovePosition(Actor a, IOccupySpace ios);
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void UpdatePosition(Actor a, IOccupySpace ios);
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IEnumerable<Actor> ActorsInBox(WPos a, WPos b);
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WDist LargestActorRadius { get; }
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WDist LargestBlockingActorRadius { get; }
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void UpdateOccupiedCells(IOccupySpace ios);
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event Action<CPos> CellUpdated;
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}
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[RequireExplicitImplementation]
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public interface IRenderModifier
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{
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IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r);
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// HACK: This is here to support the WithShadow trait.
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// That trait should be rewritten using standard techniques, and then this interface method removed
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IEnumerable<Rectangle> ModifyScreenBounds(Actor self, WorldRenderer wr, IEnumerable<Rectangle> r);
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}
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[RequireExplicitImplementation]
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public interface ITilesetSpecificPaletteInfo : ITraitInfoInterface
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{
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string Tileset { get; }
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}
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[RequireExplicitImplementation]
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public interface IProvidesCursorPaletteInfo : ITraitInfoInterface
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{
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string Palette { get; }
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ImmutablePalette ReadPalette(IReadOnlyFileSystem fileSystem);
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}
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public interface ILoadsPalettes { void LoadPalettes(WorldRenderer wr); }
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public interface ILoadsPlayerPalettes { void LoadPlayerPalettes(WorldRenderer wr, string playerName, Color playerColor, bool replaceExisting); }
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public interface IPaletteModifier { void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> b); }
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[RequireExplicitImplementation]
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public interface ISelectionBar { float GetValue(); Color GetColor(); bool DisplayWhenEmpty { get; } }
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public interface ISelectionDecorations
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{
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IEnumerable<IRenderable> RenderSelectionAnnotations(Actor self, WorldRenderer worldRenderer, Color color);
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int2 GetDecorationOrigin(Actor self, WorldRenderer wr, string pos, int2 margin);
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}
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public interface IMapPreviewSignatureInfo : ITraitInfoInterface
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{
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void PopulateMapPreviewSignatureCells(Map map, ActorInfo ai, ActorReference s, List<(MPos Uv, Color Color)> destinationBuffer);
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}
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public interface IOccupySpaceInfo : ITraitInfoInterface
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{
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IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any);
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bool SharesCell { get; }
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}
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public interface IOccupySpace
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{
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WPos CenterPosition { get; }
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CPos TopLeft { get; }
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(CPos Cell, SubCell SubCell)[] OccupiedCells();
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}
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public enum SubCell : byte { Invalid = byte.MaxValue, Any = byte.MaxValue - 1, FullCell = 0, First = 1 }
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public interface ITemporaryBlockerInfo : ITraitInfoInterface { }
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[RequireExplicitImplementation]
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public interface ITemporaryBlocker
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{
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bool CanRemoveBlockage(Actor self, Actor blocking);
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bool IsBlocking(Actor self, CPos cell);
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}
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public interface IFacing
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{
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WAngle TurnSpeed { get; }
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WAngle Facing { get; set; }
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WRot Orientation { get; }
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}
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public interface IFacingInfo : ITraitInfoInterface { WAngle GetInitialFacing(); }
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public interface ITraitInfoInterface { }
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public abstract class TraitInfo : ITraitInfoInterface
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{
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// Value is set using reflection during TraitInfo creation
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[FieldLoader.Ignore]
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public readonly string InstanceName = null;
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public abstract object Create(ActorInitializer init);
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}
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public class TraitInfo<T> : TraitInfo where T : new()
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{
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public override object Create(ActorInitializer init) { return new T(); }
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}
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public interface ILobbyCustomRulesIgnore { }
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[SuppressMessage("Style", "IDE1006:Naming Styles", Justification = "Not a real interface, but more like a tag.")]
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public interface Requires<T> where T : class, ITraitInfoInterface { }
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[SuppressMessage("Style", "IDE1006:Naming Styles", Justification = "Not a real interface, but more like a tag.")]
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public interface NotBefore<T> where T : class, ITraitInfoInterface { }
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public interface IActivityInterface { }
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[RequireExplicitImplementation]
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public interface INotifySelected { void Selected(Actor self); }
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[RequireExplicitImplementation]
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public interface INotifySelection { void SelectionChanged(); }
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public interface IWorldLoaded { void WorldLoaded(World w, WorldRenderer wr); }
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public interface INotifyGameLoading { void GameLoading(World w); }
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public interface INotifyGameLoaded { void GameLoaded(World w); }
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public interface INotifyGameSaved { void GameSaved(World w); }
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public interface IGameSaveTraitData
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{
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List<MiniYamlNode> IssueTraitData(Actor self);
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void ResolveTraitData(Actor self, MiniYaml data);
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}
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[RequireExplicitImplementation]
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public interface ICreatePlayers { void CreatePlayers(World w, MersenneTwister playerRandom); }
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[RequireExplicitImplementation]
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public interface ICreatePlayersInfo : ITraitInfoInterface
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{
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void CreateServerPlayers(MapPreview map, Session lobbyInfo, List<GameInformation.Player> players, MersenneTwister playerRandom);
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}
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[RequireExplicitImplementation]
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public interface IAssignSpawnPoints
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{
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CPos AssignHomeLocation(World world, Session.Client client, MersenneTwister playerRandom);
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int SpawnPointForPlayer(Player player);
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}
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[RequireExplicitImplementation]
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public interface IAssignSpawnPointsInfo : ITraitInfoInterface
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{
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object InitializeState(MapPreview map, Session lobbyInfo);
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int AssignSpawnPoint(object state, Session lobbyInfo, Session.Client client, MersenneTwister playerRandom);
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}
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public interface IBotInfo : ITraitInfoInterface
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{
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string Type { get; }
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string Name { get; }
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}
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public interface IBot
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{
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void Activate(Player p);
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void QueueOrder(Order order);
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IBotInfo Info { get; }
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Player Player { get; }
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}
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[RequireExplicitImplementation]
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public interface IRenderOverlay { void Render(WorldRenderer wr); }
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[RequireExplicitImplementation]
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public interface INotifyBecomingIdle { void OnBecomingIdle(Actor self); }
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[RequireExplicitImplementation]
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public interface INotifyIdle { void TickIdle(Actor self); }
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public interface IRenderAboveWorld { void RenderAboveWorld(Actor self, WorldRenderer wr); }
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public interface IRenderShroud { void RenderShroud(WorldRenderer wr); }
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[RequireExplicitImplementation]
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public interface IRenderTerrain { void RenderTerrain(WorldRenderer wr, Viewport viewport); }
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[RequireExplicitImplementation]
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public interface ITerrainLighting
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{
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event Action<MPos> CellChanged;
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float3 TintAt(WPos pos);
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}
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public interface IRenderAboveShroud
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{
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IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr);
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bool SpatiallyPartitionable { get; }
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}
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public interface IRenderAboveShroudWhenSelected
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{
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IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr);
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bool SpatiallyPartitionable { get; }
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}
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public interface IRenderAnnotations
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{
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IEnumerable<IRenderable> RenderAnnotations(Actor self, WorldRenderer wr);
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bool SpatiallyPartitionable { get; }
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}
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public interface IRenderAnnotationsWhenSelected
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{
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IEnumerable<IRenderable> RenderAnnotations(Actor self, WorldRenderer wr);
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bool SpatiallyPartitionable { get; }
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}
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[Flags]
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public enum SelectionPriorityModifiers
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{
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None = 0,
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Ctrl = 1,
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Alt = 2
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}
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[RequireExplicitImplementation]
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public interface ISelectableInfo : ITraitInfoInterface
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{
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int Priority { get; }
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SelectionPriorityModifiers PriorityModifiers { get; }
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string Voice { get; }
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}
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public interface ISelection
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{
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int Hash { get; }
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IReadOnlyCollection<Actor> Actors { get; }
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void Add(Actor a);
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void Remove(Actor a);
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bool Contains(Actor a);
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void Combine(World world, IEnumerable<Actor> newSelection, bool isCombine, bool isClick);
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void Clear();
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bool RolloverContains(Actor a);
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void SetRollover(IEnumerable<Actor> actors);
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}
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public interface IControlGroupsInfo : ITraitInfoInterface
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{
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string[] Groups { get; }
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}
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public interface IControlGroups
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{
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string[] Groups { get; }
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void SelectControlGroup(int group);
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void CreateControlGroup(int group);
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void AddSelectionToControlGroup(int group);
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void CombineSelectionWithControlGroup(int group);
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void AddToControlGroup(Actor a, int group);
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void RemoveFromControlGroup(Actor a);
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int? GetControlGroupForActor(Actor a);
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IEnumerable<Actor> GetActorsInControlGroup(int group);
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}
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|
/// <summary>
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/// Indicates target types as defined on <see cref="ITargetable"/> are present in a <see cref="BitSet{T}"/>.
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/// </summary>
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|
public sealed class TargetableType { TargetableType() { } }
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|
|
public interface ITargetableInfo : ITraitInfoInterface
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{
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BitSet<TargetableType> GetTargetTypes();
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}
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public interface ITargetable
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{
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// Check IsTraitEnabled or !IsTraitDisabled first
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BitSet<TargetableType> TargetTypes { get; }
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bool TargetableBy(Actor self, Actor byActor);
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bool RequiresForceFire { get; }
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}
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[RequireExplicitImplementation]
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public interface ITargetablePositions
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{
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IEnumerable<WPos> TargetablePositions(Actor self);
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}
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public interface IMoveInfo : ITraitInfoInterface
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{
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Color GetTargetLineColor();
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}
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[RequireExplicitImplementation]
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public interface IGameOver { void GameOver(World world); }
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public interface IWarhead
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{
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int Delay { get; }
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bool IsValidAgainst(Actor victim, Actor firedBy);
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|
bool IsValidAgainst(FrozenActor victim, Actor firedBy);
|
|
void DoImpact(in Target target, WarheadArgs args);
|
|
}
|
|
|
|
public interface IRulesetLoaded<TInfo> { void RulesetLoaded(Ruleset rules, TInfo info); }
|
|
public interface IRulesetLoaded : IRulesetLoaded<ActorInfo>, ITraitInfoInterface { }
|
|
|
|
[RequireExplicitImplementation]
|
|
public interface ILobbyOptions : ITraitInfoInterface
|
|
{
|
|
IEnumerable<LobbyOption> LobbyOptions(MapPreview map);
|
|
}
|
|
|
|
public class LobbyOption
|
|
{
|
|
public readonly string Id;
|
|
public readonly string Name;
|
|
public readonly string Description;
|
|
public readonly IReadOnlyDictionary<string, string> Values;
|
|
public readonly string DefaultValue;
|
|
public readonly bool IsLocked;
|
|
public readonly bool IsVisible;
|
|
public readonly int DisplayOrder;
|
|
|
|
public LobbyOption(MapPreview map, string id, string name, string description, bool visible, int displayorder,
|
|
IReadOnlyDictionary<string, string> values, string defaultValue, bool locked)
|
|
{
|
|
Id = id;
|
|
Name = map.GetLocalisedString(name);
|
|
Description = description != null ? map.GetLocalisedString(description) : null;
|
|
IsVisible = visible;
|
|
DisplayOrder = displayorder;
|
|
Values = values.ToDictionary(v => v.Key, v => map.GetLocalisedString(v.Value));
|
|
DefaultValue = defaultValue;
|
|
IsLocked = locked;
|
|
}
|
|
|
|
public virtual string Label(string value)
|
|
{
|
|
return Values[value];
|
|
}
|
|
}
|
|
|
|
public class LobbyBooleanOption : LobbyOption
|
|
{
|
|
static readonly Dictionary<string, string> BoolValues = new()
|
|
{
|
|
{ true.ToString(), "Enabled" },
|
|
{ false.ToString(), "Disabled" }
|
|
};
|
|
|
|
public LobbyBooleanOption(MapPreview map, string id, string name, string description, bool visible, int displayorder, bool defaultValue, bool locked)
|
|
: base(map, id, name, description, visible, displayorder, new ReadOnlyDictionary<string, string>(BoolValues), defaultValue.ToString(), locked) { }
|
|
|
|
public override string Label(string newValue)
|
|
{
|
|
return BoolValues[newValue].ToLowerInvariant();
|
|
}
|
|
}
|
|
|
|
[RequireExplicitImplementation]
|
|
public interface IUnlocksRenderPlayer { bool RenderPlayerUnlocked { get; } }
|
|
|
|
[RequireExplicitImplementation]
|
|
public interface ICreationActivity { Activity GetCreationActivity(); }
|
|
|
|
[RequireExplicitImplementation]
|
|
public interface IObservesVariablesInfo : ITraitInfoInterface { }
|
|
|
|
public delegate void VariableObserverNotifier(Actor self, IReadOnlyDictionary<string, int> variables);
|
|
public struct VariableObserver
|
|
{
|
|
public VariableObserverNotifier Notifier;
|
|
public IEnumerable<string> Variables;
|
|
public VariableObserver(VariableObserverNotifier notifier, IEnumerable<string> variables)
|
|
{
|
|
Notifier = notifier;
|
|
Variables = variables;
|
|
}
|
|
}
|
|
|
|
public interface IObservesVariables
|
|
{
|
|
IEnumerable<VariableObserver> GetVariableObservers();
|
|
}
|
|
|
|
[RequireExplicitImplementation]
|
|
public interface INotifyPlayerDisconnected
|
|
{
|
|
void PlayerDisconnected(Actor self, Player p);
|
|
}
|
|
}
|