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OpenRA/OpenRA.Mods.Common/Traits/Render/WithDecorationBase.cs
Matthias Mailänder 2946dd35d5 Spaces to tabs.
2020-04-10 20:14:39 +02:00

148 lines
4.7 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
public enum BlinkState { Off, On }
public abstract class WithDecorationBaseInfo : ConditionalTraitInfo
{
[Desc("Position in the actor's selection box to draw the decoration.")]
public readonly DecorationPosition Position = DecorationPosition.TopLeft;
[Desc("Player stances who can view the decoration.")]
public readonly Stance ValidStances = Stance.Ally;
[Desc("Should this be visible only when selected?")]
public readonly bool RequiresSelection = false;
[Desc("Offset sprite center position from the selection box edge.")]
public readonly int2 Margin = int2.Zero;
[Desc("Screen-space offsets to apply when defined conditions are enabled.",
"A dictionary of [condition string]: [x, y offset].")]
public readonly Dictionary<BooleanExpression, int2> Offsets = new Dictionary<BooleanExpression, int2>();
[Desc("The number of ticks that each step in the blink pattern in active.")]
public readonly int BlinkInterval = 5;
[Desc("A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.")]
public readonly BlinkState[] BlinkPattern = { };
[Desc("Override blink conditions to use when defined conditions are enabled.",
"A dictionary of [condition string]: [pattern].")]
public readonly Dictionary<BooleanExpression, BlinkState[]> BlinkPatterns = new Dictionary<BooleanExpression, BlinkState[]>();
[ConsumedConditionReference]
public IEnumerable<string> ConsumedConditions
{
get { return Offsets.Keys.Concat(BlinkPatterns.Keys).SelectMany(r => r.Variables).Distinct(); }
}
}
public abstract class WithDecorationBase<InfoType> : ConditionalTrait<InfoType>, IDecoration where InfoType : WithDecorationBaseInfo
{
protected readonly Actor self;
int2 conditionalOffset;
BlinkState[] blinkPattern;
public WithDecorationBase(Actor self, InfoType info)
: base(info)
{
this.self = self;
blinkPattern = info.BlinkPattern;
}
protected virtual bool ShouldRender(Actor self)
{
if (self.World.FogObscures(self))
return false;
if (blinkPattern != null && blinkPattern.Any())
{
var i = (self.World.WorldTick / Info.BlinkInterval) % blinkPattern.Length;
if (blinkPattern[i] != BlinkState.On)
return false;
}
if (self.World.RenderPlayer != null)
{
var stance = self.Owner.Stances[self.World.RenderPlayer];
if (!Info.ValidStances.HasStance(stance))
return false;
}
return true;
}
DecorationPosition IDecoration.Position { get { return Info.Position; } }
bool IDecoration.Enabled { get { return !IsTraitDisabled && self.IsInWorld && ShouldRender(self); } }
bool IDecoration.RequiresSelection { get { return Info.RequiresSelection; } }
protected abstract IEnumerable<IRenderable> RenderDecoration(Actor self, WorldRenderer wr, int2 pos);
IEnumerable<IRenderable> IDecoration.RenderDecoration(Actor self, WorldRenderer wr, int2 pos)
{
if (IsTraitDisabled || self.IsDead || !self.IsInWorld || !ShouldRender(self))
return Enumerable.Empty<IRenderable>();
var screenPos = wr.Viewport.WorldToViewPx(pos) + Info.Position.CreateMargin(Info.Margin) + conditionalOffset;
return RenderDecoration(self, wr, screenPos);
}
public override IEnumerable<VariableObserver> GetVariableObservers()
{
foreach (var observer in base.GetVariableObservers())
yield return observer;
foreach (var condition in Info.Offsets.Keys)
yield return new VariableObserver(OffsetConditionChanged, condition.Variables);
foreach (var condition in Info.BlinkPatterns.Keys)
yield return new VariableObserver(BlinkConditionsChanged, condition.Variables);
}
void OffsetConditionChanged(Actor self, IReadOnlyDictionary<string, int> conditions)
{
conditionalOffset = int2.Zero;
foreach (var kv in Info.Offsets)
{
if (kv.Key.Evaluate(conditions))
{
conditionalOffset = kv.Value;
break;
}
}
}
void BlinkConditionsChanged(Actor self, IReadOnlyDictionary<string, int> conditions)
{
blinkPattern = Info.BlinkPattern;
foreach (var kv in Info.BlinkPatterns)
{
if (kv.Key.Evaluate(conditions))
{
blinkPattern = kv.Value;
return;
}
}
}
}
}