Files
OpenRA/OpenRA.Mods.Cnc/Effects/GpsDotEffect.cs
RoosterDragon f4af5c1764 Fix CA1852
2023-06-06 11:51:47 +03:00

120 lines
3.6 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Effects;
using OpenRA.Graphics;
using OpenRA.Mods.Cnc.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Effects
{
sealed class GpsDotEffect : IEffect, IEffectAnnotation
{
readonly Actor actor;
readonly GpsDotInfo info;
readonly Animation anim;
readonly PlayerDictionary<DotState> dotStates;
readonly IVisibilityModifier[] visibilityModifiers;
sealed class DotState
{
public readonly GpsWatcher Watcher;
public readonly bool FrozenActorWithRenderables;
public bool Visible;
public DotState(Actor a, GpsWatcher watcher, FrozenActorLayer frozenLayer)
{
Watcher = watcher;
if (frozenLayer != null)
{
var frozenActor = frozenLayer.FromID(a.ActorID);
FrozenActorWithRenderables = frozenActor != null && frozenActor.HasRenderables;
}
}
}
public GpsDotEffect(Actor actor, GpsDotInfo info)
{
this.actor = actor;
this.info = info;
anim = new Animation(actor.World, info.Image);
anim.PlayRepeating(info.String);
visibilityModifiers = actor.TraitsImplementing<IVisibilityModifier>().ToArray();
dotStates = new PlayerDictionary<DotState>(actor.World,
p => new DotState(actor, p.PlayerActor.Trait<GpsWatcher>(), p.FrozenActorLayer));
}
bool ShouldRender(DotState state, Player toPlayer)
{
// Hide the indicator if a frozen actor portrait is visible
if (state.FrozenActorWithRenderables)
return false;
// Hide the indicator if no watchers are available
if (!state.Watcher.Granted && !state.Watcher.GrantedAllies)
return false;
// Hide the indicator if the unit appears to be owned by an allied player
var owner = actor.EffectiveOwner?.Owner;
if (owner != null && toPlayer.IsAlliedWith(owner))
return false;
// Hide the indicator behind shroud
var visibility = toPlayer.Shroud.GetVisibility(actor.CenterPosition);
if (!visibility.HasFlag(Shroud.CellVisibility.Explored))
return false;
// Hide for visible
if (visibility.HasFlag(Shroud.CellVisibility.Visible))
return false;
// Hide indicator if the actor wouldn't otherwise be visible if there wasn't fog
foreach (var visibilityModifier in visibilityModifiers)
if (!visibilityModifier.IsVisible(actor, toPlayer))
return false;
return true;
}
void IEffect.Tick(World world)
{
for (var playerIndex = 0; playerIndex < dotStates.Count; playerIndex++)
{
var state = dotStates[playerIndex];
state.Visible = ShouldRender(state, world.Players[playerIndex]);
}
}
IEnumerable<IRenderable> IEffect.Render(WorldRenderer wr)
{
return SpriteRenderable.None;
}
IEnumerable<IRenderable> IEffectAnnotation.RenderAnnotation(WorldRenderer wr)
{
if (actor.World.RenderPlayer == null || !dotStates[actor.World.RenderPlayer].Visible)
return SpriteRenderable.None;
var effectiveOwner = actor.EffectiveOwner != null && actor.EffectiveOwner.Owner != null ?
actor.EffectiveOwner.Owner : actor.Owner;
var palette = wr.Palette(info.IndicatorPalettePrefix + effectiveOwner.InternalName);
var screenPos = wr.Viewport.WorldToViewPx(wr.ScreenPxPosition(actor.CenterPosition));
return anim.RenderUI(wr, screenPos, WVec.Zero, 0, palette);
}
}
}