Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithProductionOverlay.cs
2020-08-15 13:41:45 +02:00

106 lines
3.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Renders an animation when the Production trait of the actor is activated.",
"Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.")]
public class WithProductionOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>, Requires<ProductionInfo>
{
[Desc("Queues that should be producing for this overlay to render.")]
public readonly HashSet<string> Queues = new HashSet<string>();
[SequenceReference]
[Desc("Sequence name to use")]
public readonly string Sequence = "production-overlay";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[PaletteReference(nameof(IsPlayerPalette))]
[Desc("Custom palette name")]
public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public override object Create(ActorInitializer init) { return new WithProductionOverlay(init.Self, this); }
}
public class WithProductionOverlay : PausableConditionalTrait<WithProductionOverlayInfo>, INotifyDamageStateChanged, INotifyCreated, INotifyOwnerChanged
{
readonly Animation overlay;
readonly ProductionInfo[] productionInfos;
ProductionQueue[] queues;
bool IsProducing
{
get { return queues != null && queues.Any(q => q.Enabled && q.AllQueued().Any(i => !i.Paused && i.Started)); }
}
public WithProductionOverlay(Actor self, WithProductionOverlayInfo info)
: base(info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
productionInfos = self.Info.TraitInfos<ProductionInfo>().ToArray();
overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
overlay.PlayRepeating(info.Sequence);
var anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !IsProducing || IsTraitDisabled);
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
void CacheQueues(Actor self)
{
// Per-actor production
queues = self.TraitsImplementing<ProductionQueue>()
.Where(q => productionInfos.Any(p => p.Produces.Contains(q.Info.Type)))
.Where(q => !Info.Queues.Any() || Info.Queues.Contains(q.Info.Type))
.ToArray();
if (!queues.Any())
{
// Player-wide production
queues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
.Where(q => productionInfos.Any(p => p.Produces.Contains(q.Info.Type)))
.Where(q => !Info.Queues.Any() || Info.Queues.Contains(q.Info.Type))
.ToArray();
}
}
protected override void TraitEnabled(Actor self)
{
CacheQueues(self);
}
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
self.World.AddFrameEndTask(w => CacheQueues(self));
}
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
}
}
}