Files
OpenRA/OpenRA.Mods.Common/Traits/Modifiers/FrozenUnderFog.cs
2015-01-04 15:38:54 +01:00

136 lines
4.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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 CPos[] footprintInMapsCoords;
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 footprint = FootprintUtils.Tiles(init.Self).ToList();
footprintInMapsCoords = footprint.Select(cell => Map.CellToMap(init.World.Map.TileShape, cell)).ToArray();
footprintRegion = CellRegion.BoundingRegion(init.World.Map.TileShape, footprint);
tooltip = Exts.Lazy(() => init.Self.TraitsImplementing<IToolTip>().FirstOrDefault());
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 p in self.World.Players)
{
// We are doing the following LINQ manually to avoid allocating an extra delegate since this is a hot path.
// var isVisible = footprintInMapsCoords.Any(mapCoord => p.Shroud.IsVisibleTest(footprintRegion)(mapCoord.X, mapCoord.Y));
var isVisibleTest = p.Shroud.IsVisibleTest(footprintRegion);
var isVisible = false;
foreach (var mapCoord in footprintInMapsCoords)
if (isVisibleTest(mapCoord.X, mapCoord.Y))
{
isVisible = true;
break;
}
visible[p] = isVisible;
if (isVisible)
VisibilityHash += p.ClientIndex;
}
if (!initialized)
{
foreach (var p in self.World.Players)
{
visible[p] |= startsRevealed;
p.PlayerActor.Trait<FrozenActorLayer>().Add(frozen[p] = new FrozenActor(self, footprintInMapsCoords, footprintRegion));
}
initialized = true;
}
foreach (var player in self.World.Players)
{
if (!visible[player])
continue;
var actor = frozen[player];
actor.Owner = self.Owner;
if (health.Value != null)
{
actor.HP = health.Value.HP;
actor.DamageState = health.Value.DamageState;
}
if (tooltip.Value != null)
{
actor.TooltipInfo = tooltip.Value.TooltipInfo;
actor.TooltipOwner = tooltip.Value.Owner;
}
}
}
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;
}
}
}