73 lines
2.4 KiB
C#
73 lines
2.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("The actor stays invisible under the shroud.")]
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public class HiddenUnderShroudInfo : TraitInfo, IDefaultVisibilityInfo
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{
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[Desc("Players with these relationships can always see the actor.")]
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public readonly PlayerRelationship AlwaysVisibleRelationships = PlayerRelationship.Ally;
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[Desc("Possible values are CenterPosition (reveal when the center is visible) and ",
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"Footprint (reveal when any footprint cell is visible).")]
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public readonly VisibilityType Type = VisibilityType.Footprint;
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public override object Create(ActorInitializer init) { return new HiddenUnderShroud(this); }
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}
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public class HiddenUnderShroud : IDefaultVisibility, IRenderModifier
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{
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protected readonly HiddenUnderShroudInfo Info;
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public HiddenUnderShroud(HiddenUnderShroudInfo info)
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{
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Info = info;
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}
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protected virtual bool IsVisibleInner(Actor self, Player byPlayer)
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{
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if (Info.Type == VisibilityType.Footprint)
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return byPlayer.Shroud.AnyExplored(self.OccupiesSpace.OccupiedCells());
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var pos = self.CenterPosition;
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if (Info.Type == VisibilityType.GroundPosition)
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pos -= new WVec(WDist.Zero, WDist.Zero, self.World.Map.DistanceAboveTerrain(pos));
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return byPlayer.Shroud.IsExplored(pos);
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}
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public bool IsVisible(Actor self, Player byPlayer)
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{
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if (byPlayer == null)
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return true;
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var relationship = self.Owner.RelationshipWith(byPlayer);
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return Info.AlwaysVisibleRelationships.HasRelationship(relationship) || IsVisibleInner(self, byPlayer);
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}
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IEnumerable<IRenderable> IRenderModifier.ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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return IsVisible(self, self.World.RenderPlayer) ? r : SpriteRenderable.None;
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}
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IEnumerable<Rectangle> IRenderModifier.ModifyScreenBounds(Actor self, WorldRenderer wr, IEnumerable<Rectangle> bounds)
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{
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return bounds;
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}
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}
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}
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