Files
OpenRA/OpenRA.Mods.Common/Traits/Modifiers/FrozenUnderFog.cs
RoosterDragon c3531d6f70 Avoid duplicated frozen visibility checks.
The FrozenUnderFog.Tick method will now reuse the calculation do by the frozen actor when it had to calculate its visibility, this prevents it having to re-do the fairly expensive visibility calculation.
2015-03-19 17:30:40 +00:00

123 lines
3.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
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>
{
public readonly bool StartsRevealed = false;
public object Create(ActorInitializer init) { return new FrozenUnderFog(init, this); }
}
public class FrozenUnderFog : IRenderModifier, IVisibilityModifier, ITick, ITickRender, ISync
{
[Sync] public int VisibilityHash;
readonly bool startsRevealed;
readonly MPos[] footprint;
readonly CellRegion footprintRegion;
readonly Lazy<IToolTip> tooltip;
readonly Lazy<Health> health;
readonly Dictionary<Player, bool> visible;
readonly Dictionary<Player, FrozenActor> frozen;
bool initialized;
public FrozenUnderFog(ActorInitializer init, FrozenUnderFogInfo info)
{
// 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.Select(cell => cell.ToMPos(init.World.Map)).ToArray();
footprintRegion = CellRegion.BoundingRegion(init.World.Map.TileShape, footprintCells);
tooltip = Exts.Lazy(() => init.Self.TraitsImplementing<IToolTip>().FirstOrDefault());
health = Exts.Lazy(() => init.Self.TraitOrDefault<Health>());
frozen = new Dictionary<Player, FrozenActor>();
visible = init.World.Players.ToDictionary(p => p, p => false);
}
public bool IsVisible(Actor self, Player byPlayer)
{
return byPlayer == null || visible[byPlayer];
}
public void Tick(Actor self)
{
if (self.Destroyed)
return;
VisibilityHash = 0;
foreach (var player in self.World.Players)
{
bool isVisible;
FrozenActor frozenActor;
if (!initialized)
{
frozen[player] = frozenActor = new FrozenActor(self, footprint, footprintRegion, player.Shroud);
player.PlayerActor.Trait<FrozenActorLayer>().Add(frozenActor);
isVisible = visible[player] |= startsRevealed;
}
else
{
frozenActor = frozen[player];
isVisible = visible[player] = !frozenActor.Visible;
}
if (isVisible)
VisibilityHash += player.ClientIndex;
else
continue;
frozenActor.Owner = self.Owner;
if (health.Value != null)
{
frozenActor.HP = health.Value.HP;
frozenActor.DamageState = health.Value.DamageState;
}
if (tooltip.Value != null)
{
frozenActor.TooltipInfo = tooltip.Value.TooltipInfo;
frozenActor.TooltipOwner = tooltip.Value.Owner;
}
}
initialized = true;
}
public void TickRender(WorldRenderer wr, Actor self)
{
if (self.Destroyed || !initialized || !visible.Values.Any(v => v))
return;
var renderables = self.Render(wr).ToArray();
foreach (var player in self.World.Players)
if (visible[player])
frozen[player].Renderables = renderables;
}
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
return IsVisible(self, self.World.RenderPlayer) ? r : SpriteRenderable.None;
}
}
}