149 lines
4.0 KiB
C#
149 lines
4.0 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 OpenRA.Effects;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Mods.Common.Traits;
|
|
using OpenRA.Mods.RA.Traits;
|
|
using OpenRA.Primitives;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.RA.Effects
|
|
{
|
|
[Desc("Attach this to actors to render pictograms while hidden.")]
|
|
class GpsDotInfo : ITraitInfo
|
|
{
|
|
[Desc("Sprite collection for symbols.")]
|
|
public readonly string Image = "gpsdot";
|
|
|
|
[Desc("Sprite used for this actor.")]
|
|
[SequenceReference("Image")] public readonly string String = "Infantry";
|
|
|
|
[PaletteReference(true)] public readonly string IndicatorPalettePrefix = "player";
|
|
|
|
public object Create(ActorInitializer init)
|
|
{
|
|
return new GpsDot(init.Self, this);
|
|
}
|
|
}
|
|
|
|
class GpsDot : IEffect
|
|
{
|
|
readonly Actor self;
|
|
readonly GpsDotInfo info;
|
|
readonly Animation anim;
|
|
|
|
readonly PlayerDictionary<DotState> dotStates;
|
|
readonly Lazy<HiddenUnderFog> huf;
|
|
readonly Lazy<FrozenUnderFog> fuf;
|
|
readonly Lazy<Disguise> disguise;
|
|
readonly Lazy<Cloak> cloak;
|
|
readonly Cache<Player, FrozenActorLayer> frozen;
|
|
|
|
class DotState
|
|
{
|
|
public readonly GpsWatcher Gps;
|
|
public bool IsTargetable;
|
|
public bool ShouldRender;
|
|
public DotState(GpsWatcher gps)
|
|
{
|
|
Gps = gps;
|
|
}
|
|
}
|
|
|
|
public GpsDot(Actor self, GpsDotInfo info)
|
|
{
|
|
this.self = self;
|
|
this.info = info;
|
|
anim = new Animation(self.World, info.Image);
|
|
anim.PlayRepeating(info.String);
|
|
|
|
self.World.AddFrameEndTask(w => w.Add(this));
|
|
|
|
huf = Exts.Lazy(() => self.TraitOrDefault<HiddenUnderFog>());
|
|
fuf = Exts.Lazy(() => self.TraitOrDefault<FrozenUnderFog>());
|
|
disguise = Exts.Lazy(() => self.TraitOrDefault<Disguise>());
|
|
cloak = Exts.Lazy(() => self.TraitOrDefault<Cloak>());
|
|
|
|
frozen = new Cache<Player, FrozenActorLayer>(p => p.PlayerActor.Trait<FrozenActorLayer>());
|
|
dotStates = new PlayerDictionary<DotState>(self.World, player => new DotState(player.PlayerActor.Trait<GpsWatcher>()));
|
|
}
|
|
|
|
public bool IsDotVisible(Player toPlayer)
|
|
{
|
|
return dotStates[toPlayer].IsTargetable;
|
|
}
|
|
|
|
bool IsTargetableBy(Player toPlayer, out bool shouldRenderIndicator)
|
|
{
|
|
shouldRenderIndicator = false;
|
|
|
|
if (cloak.Value != null && cloak.Value.Cloaked)
|
|
return false;
|
|
|
|
if (disguise.Value != null && disguise.Value.Disguised)
|
|
return false;
|
|
|
|
if (huf.Value != null && !huf.Value.IsVisible(self, toPlayer)
|
|
&& toPlayer.Shroud.IsExplored(self.CenterPosition))
|
|
{
|
|
var f1 = FrozenActorForPlayer(toPlayer);
|
|
shouldRenderIndicator = f1 == null || !f1.HasRenderables;
|
|
return true;
|
|
}
|
|
|
|
if (fuf.Value == null)
|
|
return false;
|
|
|
|
var f2 = FrozenActorForPlayer(toPlayer);
|
|
if (f2 == null)
|
|
return false;
|
|
|
|
shouldRenderIndicator = !f2.HasRenderables;
|
|
|
|
return f2.Visible && !f2.Shrouded;
|
|
}
|
|
|
|
FrozenActor FrozenActorForPlayer(Player player)
|
|
{
|
|
return frozen[player].FromID(self.ActorID);
|
|
}
|
|
|
|
public void Tick(World world)
|
|
{
|
|
if (self.Disposed)
|
|
world.AddFrameEndTask(w => w.Remove(this));
|
|
|
|
if (!self.IsInWorld || self.IsDead)
|
|
return;
|
|
|
|
for (var playerIndex = 0; playerIndex < dotStates.Count; playerIndex++)
|
|
{
|
|
var state = dotStates[playerIndex];
|
|
var shouldRender = false;
|
|
var targetable = (state.Gps.Granted || state.Gps.GrantedAllies) && IsTargetableBy(world.Players[playerIndex], out shouldRender);
|
|
state.IsTargetable = targetable;
|
|
state.ShouldRender = targetable && shouldRender;
|
|
}
|
|
}
|
|
|
|
public IEnumerable<IRenderable> Render(WorldRenderer wr)
|
|
{
|
|
if (self.World.RenderPlayer == null || !dotStates[self.World.RenderPlayer].ShouldRender || self.Disposed)
|
|
return SpriteRenderable.None;
|
|
|
|
var palette = wr.Palette(info.IndicatorPalettePrefix + self.Owner.InternalName);
|
|
return anim.Render(self.CenterPosition, palette);
|
|
}
|
|
}
|
|
}
|