Files
OpenRA/OpenRA.Mods.Common/Graphics/ActorPreview.cs
Paul Chote b856613194 Add ISingleInstanceInit interface.
Inits that are logically singletons (e.g. actor
location or owner) should implement this interface
to avoid runtime inconsistencies.

Duplicate instances are rejected at init-time,
allowing simpler queries when they are used.
2020-06-19 17:57:56 +02:00

175 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.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Graphics
{
public interface IActorPreview
{
void Tick();
IEnumerable<IRenderable> Render(WorldRenderer wr, WPos pos);
IEnumerable<IRenderable> RenderUI(WorldRenderer wr, int2 pos, float scale);
IEnumerable<Rectangle> ScreenBounds(WorldRenderer wr, WPos pos);
}
public class ActorPreviewInitializer : IActorInitializer
{
public readonly ActorInfo Actor;
public readonly WorldRenderer WorldRenderer;
public World World { get { return WorldRenderer.World; } }
readonly TypeDictionary dict;
public ActorPreviewInitializer(ActorInfo actor, WorldRenderer worldRenderer, TypeDictionary dict)
{
Actor = actor;
WorldRenderer = worldRenderer;
this.dict = dict;
}
public T GetOrDefault<T>(TraitInfo info) where T : ActorInit
{
var inits = dict.WithInterface<T>();
// Traits tagged with an instance name prefer inits with the same name.
// If a more specific init is not available, fall back to an unnamed init.
// If duplicate inits are defined, take the last to match standard yaml override expectations
if (info != null && !string.IsNullOrEmpty(info.InstanceName))
return inits.LastOrDefault(i => i.InstanceName == info.InstanceName) ??
inits.LastOrDefault(i => string.IsNullOrEmpty(i.InstanceName));
// Untagged traits will only use untagged inits
return inits.LastOrDefault(i => string.IsNullOrEmpty(i.InstanceName));
}
public T Get<T>(TraitInfo info) where T : ActorInit
{
var init = GetOrDefault<T>(info);
if (init == null)
throw new InvalidOperationException("TypeDictionary does not contain instance of type `{0}`".F(typeof(T)));
return init;
}
public U GetValue<T, U>(TraitInfo info) where T : ValueActorInit<U>
{
return Get<T>(info).Value;
}
public U GetValue<T, U>(TraitInfo info, U fallback) where T : ValueActorInit<U>
{
var init = GetOrDefault<T>(info);
return init != null ? init.Value : fallback;
}
public bool Contains<T>() where T : ActorInit, ISingleInstanceInit { return GetOrDefault<T>() != null; }
public T GetOrDefault<T>() where T : ActorInit, ISingleInstanceInit
{
return dict.GetOrDefault<T>();
}
public T Get<T>() where T : ActorInit, ISingleInstanceInit
{
return dict.Get<T>();
}
public U GetValue<T, U>() where T : ValueActorInit<U>, ISingleInstanceInit
{
return Get<T>().Value;
}
public U GetValue<T, U>(U fallback) where T : ValueActorInit<U>, ISingleInstanceInit
{
var init = GetOrDefault<T>();
return init != null ? init.Value : fallback;
}
public bool Contains<T>(TraitInfo info) where T : ActorInit { return GetOrDefault<T>(info) != null; }
public Func<WRot> GetOrientation()
{
var facingInfo = Actor.TraitInfoOrDefault<IFacingInfo>();
if (facingInfo == null)
return () => WRot.Zero;
// Dynamic facing takes priority
var dynamicInit = dict.GetOrDefault<DynamicFacingInit>();
if (dynamicInit != null)
{
// TODO: Account for terrain slope
var getFacing = dynamicInit.Value;
return () => WRot.FromFacing(getFacing());
}
// Fall back to initial actor facing if an Init isn't available
var facingInit = dict.GetOrDefault<FacingInit>();
var facing = facingInit != null ? facingInit.Value : facingInfo.GetInitialFacing();
var orientation = WRot.FromFacing(facing);
return () => orientation;
}
public Func<WAngle> GetFacing()
{
var facingInfo = Actor.TraitInfoOrDefault<IFacingInfo>();
if (facingInfo == null)
return () => WAngle.Zero;
// Dynamic facing takes priority
var dynamicInit = dict.GetOrDefault<DynamicFacingInit>();
if (dynamicInit != null)
{
var getFacing = dynamicInit.Value;
return () => WAngle.FromFacing(getFacing());
}
// Fall back to initial actor facing if an Init isn't available
var facingInit = dict.GetOrDefault<FacingInit>();
var facing = WAngle.FromFacing(facingInit != null ? facingInit.Value : facingInfo.GetInitialFacing());
return () => facing;
}
public DamageState GetDamageState()
{
var health = dict.GetOrDefault<HealthInit>();
if (health == null)
return DamageState.Undamaged;
var hf = health.Value;
if (hf <= 0)
return DamageState.Dead;
if (hf < 25)
return DamageState.Critical;
if (hf < 50)
return DamageState.Heavy;
if (hf < 75)
return DamageState.Medium;
if (hf < 100)
return DamageState.Light;
return DamageState.Undamaged;
}
}
}