Files
OpenRA/OpenRA.Game/Traits/TraitsInterfaces.cs
2013-04-10 19:36:03 +12:00

247 lines
9.1 KiB
C#
Executable File

#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;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Network;
namespace OpenRA.Traits
{
// depends on the order of pips in WorldRenderer.cs!
public enum PipType { Transparent, Green, Yellow, Red, Gray, Blue };
public enum TagType { None, Fake, Primary };
public enum Stance { Enemy, Neutral, Ally };
public class AttackInfo
{
public Actor Attacker;
public WarheadInfo Warhead;
public int Damage;
public DamageState DamageState;
public DamageState PreviousDamageState;
}
public interface ITick { void Tick(Actor self); }
public interface ITickRender { void TickRender(WorldRenderer wr, Actor self); }
public interface IRender { IEnumerable<Renderable> Render(Actor self, WorldRenderer wr); }
public interface IAutoSelectionSize { int2 SelectionSize(Actor self); }
public interface IIssueOrder
{
IEnumerable<IOrderTargeter> Orders { get; }
Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued);
}
public interface IOrderTargeter
{
string OrderID { get; }
int OrderPriority { get; }
bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueue, ref string cursor);
bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueue, ref string cursor);
bool IsQueued { get; }
}
public interface IResolveOrder { void ResolveOrder(Actor self, Order order); }
public interface IValidateOrder { bool OrderValidation(OrderManager orderManager, World world, int clientId, Order order); }
public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); }
public interface INotify { void Play(Player p, string notification); }
public interface INotifySold { void Selling(Actor self); void Sold(Actor self); }
public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
public interface INotifyDamageStateChanged { void DamageStateChanged(Actor self, AttackInfo e); }
public interface INotifyKilled { void Killed(Actor self, AttackInfo e); }
public interface INotifyAppliedDamage { void AppliedDamage(Actor self, Actor damaged, AttackInfo e); }
public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
public interface INotifyProduction { void UnitProduced(Actor self, Actor other, CPos exit); }
public interface INotifyOwnerChanged { void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner); }
public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); }
public interface INotifyOtherCaptured { void OnActorCaptured(Actor self, Actor captured, Actor captor, Player oldOwner, Player newOwner); }
public interface IAcceptInfiltrator { void OnInfiltrate(Actor self, Actor infiltrator); }
public interface IStoreOre { int Capacity { get; } }
public interface IToolTip
{
string Name();
Player Owner();
Stance Stance();
}
public interface IDisable { bool Disabled { get; } }
public interface IExplodeModifier { bool ShouldExplode(Actor self); }
public interface IHuskModifier { string HuskActor(Actor self); }
public interface IRadarSignature
{
IEnumerable<CPos> RadarSignatureCells(Actor self);
Color RadarSignatureColor(Actor self);
}
public interface IVisibilityModifier { bool IsVisible(Actor self, Player byPlayer); }
public interface IRadarColorModifier { Color RadarColorOverride(Actor self); }
public interface IHasLocation { PPos PxPosition { get; } }
public interface IOccupySpace : IHasLocation
{
CPos TopLeft { get; }
IEnumerable<Pair<CPos, SubCell>> OccupiedCells();
}
public static class IOccupySpaceExts
{
public static CPos NearestCellTo(this IOccupySpace ios, CPos other)
{
var nearest = ios.TopLeft;
var nearestDistance = int.MaxValue;
foreach (var cell in ios.OccupiedCells())
{
var dist = (other - cell.First).LengthSquared;
if (dist < nearestDistance)
{
nearest = cell.First;
nearestDistance = dist;
}
}
return nearest;
}
}
public interface INotifyAttack { void Attacking(Actor self, Target target); }
public interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r); }
public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); }
public interface ISpeedModifier { decimal GetSpeedModifier(); }
public interface IFirepowerModifier { float GetFirepowerModifier(); }
public interface IPalette { void InitPalette(WorldRenderer wr); }
public interface IPaletteModifier { void AdjustPalette(Dictionary<string, Palette> b); }
public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
public interface ITags { IEnumerable<TagType> GetTags(); }
public interface ISelectionBar { float GetValue(); Color GetColor(); }
public interface ITeleportable : IHasLocation /* crap name! */
{
bool CanEnterCell(CPos location);
void SetPosition(Actor self, CPos cell);
void SetPxPosition(Actor self, PPos px);
void AdjustPxPosition(Actor self, PPos px); /* works like SetPxPosition, but visual only */
}
public interface IMove : ITeleportable { int Altitude { get; set; } }
public interface INotifyBlockingMove { void OnNotifyBlockingMove(Actor self, Actor blocking); }
public interface IFacing
{
int ROT { get; }
int Facing { get; set; }
int InitialFacing { get; }
}
public interface IFacingInfo {} /* tag interface for infoclasses whose corresponding trait has IFacing */
public interface ICrushable
{
void OnCrush(Actor crusher);
void WarnCrush(Actor crusher);
bool CrushableBy(string[] crushClasses, Player owner);
}
public struct Renderable
{
public readonly Sprite Sprite;
public readonly float2 Pos;
public readonly PaletteReference Palette;
public readonly int Z;
public readonly int ZOffset;
public float Scale;
public Renderable(Sprite sprite, float2 pos, PaletteReference palette, int z, int zOffset, float scale)
{
Sprite = sprite;
Pos = pos;
Palette = palette;
Z = z;
ZOffset = zOffset;
Scale = scale; /* default */
}
public Renderable(Sprite sprite, float2 pos, PaletteReference palette, int z)
: this(sprite, pos, palette, z, 0, 1f) { }
public Renderable(Sprite sprite, float2 pos, PaletteReference palette, int z, float scale)
: this(sprite, pos, palette, z, 0, scale) { }
public Renderable WithScale(float newScale) { return new Renderable(Sprite, Pos, Palette, Z, ZOffset, newScale); }
public Renderable WithPalette(PaletteReference newPalette) { return new Renderable(Sprite, Pos, newPalette, Z, ZOffset, Scale); }
public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, Z, newOffset, Scale); }
public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, Z, ZOffset, Scale); }
}
public interface ITraitInfo { object Create(ActorInitializer init); }
public class TraitInfo<T> : ITraitInfo where T : new() { public virtual object Create(ActorInitializer init) { return new T(); } }
public interface Requires<T> where T : class { }
public interface UsesInit<T> where T : IActorInit { }
public interface INotifySelection { void SelectionChanged(); }
public interface IWorldLoaded { void WorldLoaded(World w); }
public interface ICreatePlayers { void CreatePlayers(World w); }
public interface IBotInfo { string Name { get; } }
public interface IBot
{
void Activate(Player p);
IBotInfo Info { get; }
}
public interface IRenderOverlay { void Render(WorldRenderer wr); }
public interface INotifyIdle { void TickIdle(Actor self); }
public interface IBlocksBullets { }
public interface IPostRender { void RenderAfterWorld(WorldRenderer wr, Actor self); }
public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr); }
public interface IPreRenderSelection { void RenderBeforeWorld(WorldRenderer wr, Actor self); }
public interface IRenderAsTerrain { IEnumerable<Renderable> RenderAsTerrain(WorldRenderer wr, Actor self); }
public interface ILocalCoordinatesModel
{
WVec LocalToWorld(WVec vec);
WRot QuantizeOrientation(Actor self, WRot orientation);
}
public interface LocalCoordinatesModelInfo {}
public interface ITargetable
{
string[] TargetTypes { get; }
IEnumerable<CPos> TargetableCells(Actor self);
bool TargetableBy(Actor self, Actor byActor);
}
public interface INotifyStanceChanged
{
void StanceChanged(Actor self, Player a, Player b,
Stance oldStance, Stance newStance);
}
public interface ILintPass { void Run(Action<string> emitError, Action<string> emitWarning); }
public interface IObjectivesPanel { string ObjectivesPanel { get; } }
public static class DisableExts
{
public static bool IsDisabled(this Actor a)
{
return a.TraitsImplementing<IDisable>().Any(d => d.Disabled);
}
}
}