Files
OpenRA/OpenRA.Mods.Common/Graphics/ActorPreview.cs
2022-05-28 00:35:10 -05:00

131 lines
4.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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 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 => WorldRenderer.World;
readonly ActorReference reference;
public ActorPreviewInitializer(ActorInfo actor, WorldRenderer worldRenderer, TypeDictionary dict)
{
Actor = actor;
WorldRenderer = worldRenderer;
reference = new ActorReference(actor.Name.ToLowerInvariant(), dict);
}
public ActorPreviewInitializer(ActorReference actor, WorldRenderer worldRenderer)
{
Actor = worldRenderer.World.Map.Rules.Actors[actor.Type.ToLowerInvariant()];
reference = actor;
WorldRenderer = worldRenderer;
}
// Forward IActorInitializer queries to the actor reference
// ActorReference can't reference a World instance, which prevents it from implementing this directly.
public T GetOrDefault<T>(TraitInfo info) where T : ActorInit { return reference.GetOrDefault<T>(info); }
public T Get<T>(TraitInfo info) where T : ActorInit { return reference.Get<T>(info); }
public U GetValue<T, U>(TraitInfo info) where T : ValueActorInit<U> { return reference.GetValue<T, U>(info); }
public U GetValue<T, U>(TraitInfo info, U fallback) where T : ValueActorInit<U> { return reference.GetValue<T, U>(info, fallback); }
public bool Contains<T>(TraitInfo info) where T : ActorInit { return reference.Contains<T>(info); }
public T GetOrDefault<T>() where T : ActorInit, ISingleInstanceInit { return reference.GetOrDefault<T>(); }
public T Get<T>() where T : ActorInit, ISingleInstanceInit { return reference.Get<T>(); }
public U GetValue<T, U>() where T : ValueActorInit<U>, ISingleInstanceInit { return reference.GetValue<T, U>(); }
public U GetValue<T, U>(U fallback) where T : ValueActorInit<U>, ISingleInstanceInit { return reference.GetValue<T, U>(fallback); }
public bool Contains<T>() where T : ActorInit, ISingleInstanceInit { return reference.Contains<T>(); }
public Func<WRot> GetOrientation()
{
var facingInfo = Actor.TraitInfoOrDefault<IFacingInfo>();
if (facingInfo == null)
return () => WRot.None;
// Dynamic facing takes priority
var dynamicInit = reference.GetOrDefault<DynamicFacingInit>();
if (dynamicInit != null)
{
// TODO: Account for terrain slope
var getFacing = dynamicInit.Value;
return () => WRot.FromYaw(getFacing());
}
// Fall back to initial actor facing if an Init isn't available
var facingInit = reference.GetOrDefault<FacingInit>();
var facing = facingInit != null ? facingInit.Value : facingInfo.GetInitialFacing();
var orientation = WRot.FromYaw(facing);
return () => orientation;
}
public Func<WAngle> GetFacing()
{
var facingInfo = Actor.TraitInfoOrDefault<IFacingInfo>();
if (facingInfo == null)
return () => WAngle.Zero;
// Dynamic facing takes priority
var dynamicInit = reference.GetOrDefault<DynamicFacingInit>();
if (dynamicInit != null)
return dynamicInit.Value;
// Fall back to initial actor facing if an Init isn't available
var facingInit = reference.GetOrDefault<FacingInit>();
var facing = facingInit != null ? facingInit.Value : facingInfo.GetInitialFacing();
return () => facing;
}
public DamageState GetDamageState()
{
var health = reference.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;
}
}
}