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Simplify and fix code quality in GpsDot.
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pchote committed Oct 8, 2017
1 parent fa448b9 commit b778e55
Showing 1 changed file with 60 additions and 67 deletions.
127 changes: 60 additions & 67 deletions OpenRA.Mods.Cnc/Effects/GpsDot.cs
Expand Up @@ -11,6 +11,7 @@

using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Mods.Cnc.Traits;
Expand All @@ -20,7 +21,7 @@

namespace OpenRA.Mods.Cnc.Effects
{
[Desc("Attach this to actors to render pictograms while hidden.")]
[Desc("Show an indicator revealing the actor underneath the fog when a GPSWatcher is activated.")]
class GpsDotInfo : ITraitInfo
{
[Desc("Sprite collection for symbols.")]
Expand All @@ -31,119 +32,111 @@ class GpsDotInfo : ITraitInfo

[PaletteReference(true)] public readonly string IndicatorPalettePrefix = "player";

public object Create(ActorInitializer init)
public object Create(ActorInitializer init) { return new GpsDot(init.Self, this); }
}

class GpsDot : INotifyAddedToWorld, INotifyRemovedFromWorld
{
readonly GpsDotInfo info;
GpsDotEffect effect;

public GpsDot(Actor self, GpsDotInfo info)
{
return new GpsDot(init.Self, this);
this.info = info;
}

void INotifyAddedToWorld.AddedToWorld(Actor self)
{
effect = new GpsDotEffect(self, info);
self.World.AddFrameEndTask(w => w.Add(effect));
}

void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
self.World.AddFrameEndTask(w => w.Remove(effect));
}
}

class GpsDot : IEffect, IEffectAboveShroud
class GpsDotEffect : IEffect, IEffectAboveShroud
{
readonly Actor self;
readonly Actor actor;
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;
readonly IDefaultVisibility visibility;
readonly IVisibilityModifier[] visibilityModifiers;

class DotState
{
public readonly GpsWatcher Gps;
public bool IsTargetable;
public bool ShouldRender;
public DotState(GpsWatcher gps)
public readonly GpsWatcher Watcher;
public readonly FrozenActor FrozenActor;
public bool Visible;
public DotState(Actor a, GpsWatcher watcher, FrozenActorLayer frozenLayer)
{
Gps = gps;
Watcher = watcher;
if (frozenLayer != null)
FrozenActor = frozenLayer.FromID(a.ActorID);
}
}

public GpsDot(Actor self, GpsDotInfo info)
public GpsDotEffect(Actor actor, GpsDotInfo info)
{
this.self = self;
this.actor = actor;
this.info = info;
anim = new Animation(self.World, info.Image);
anim = new Animation(actor.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>());
visibility = actor.TraitOrDefault<IDefaultVisibility>();
visibilityModifiers = actor.TraitsImplementing<IVisibilityModifier>().ToArray();

frozen = new Cache<Player, FrozenActorLayer>(p => p.PlayerActor.Trait<FrozenActorLayer>());
dotStates = new PlayerDictionary<DotState>(self.World, player => new DotState(player.PlayerActor.Trait<GpsWatcher>()));
dotStates = new PlayerDictionary<DotState>(actor.World,
player => new DotState(actor, player.PlayerActor.Trait<GpsWatcher>(), player.PlayerActor.TraitOrDefault<FrozenActorLayer>()));
}

public bool IsDotVisible(Player toPlayer)
bool ShouldRender(DotState state, Player toPlayer)
{
return dotStates[toPlayer].IsTargetable;
}

bool IsTargetableBy(Player toPlayer, out bool shouldRenderIndicator)
{
shouldRenderIndicator = false;

if (cloak.Value != null && cloak.Value.Cloaked)
// Hide the indicator if no watchers are available
if (!state.Watcher.Granted && !state.Watcher.GrantedAllies)
return false;

if (disguise.Value != null && disguise.Value.Disguised)
// Hide the indicator if a frozen actor portrait is visible
if (state.FrozenActor != null && state.FrozenActor.HasRenderables)
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;
// 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;

var f2 = FrozenActorForPlayer(toPlayer);
if (f2 == null)
// Hide the indicator behind shroud
if (!toPlayer.Shroud.IsExplored(actor.CenterPosition))
return false;

shouldRenderIndicator = !f2.HasRenderables;

return f2.Visible && !f2.Shrouded && toPlayer.Shroud.IsExplored(self.CenterPosition);
}

FrozenActor FrozenActorForPlayer(Player player)
{
return frozen[player].FromID(self.ActorID);
return !visibility.IsVisible(actor, toPlayer) && toPlayer.Shroud.IsExplored(actor.CenterPosition);
}

void IEffect.Tick(World world)
{
if (self.Disposed)
world.AddFrameEndTask(w => w.Remove(this));

for (var playerIndex = 0; playerIndex < dotStates.Count; playerIndex++)
{
var state = dotStates[playerIndex];
var shouldRender = false;
if (self.IsInWorld && !self.IsDead)
state.IsTargetable = (state.Gps.Granted || state.Gps.GrantedAllies) && IsTargetableBy(world.Players[playerIndex], out shouldRender);

state.ShouldRender = state.IsTargetable && shouldRender;
state.Visible = ShouldRender(state, world.Players[playerIndex]);
}
}

IEnumerable<IRenderable> IEffect.Render(WorldRenderer wr) { return SpriteRenderable.None; }

IEnumerable<IRenderable> IEffectAboveShroud.RenderAboveShroud(WorldRenderer wr)
{
if (self.World.RenderPlayer == null || !dotStates[self.World.RenderPlayer].ShouldRender || self.Disposed)
if (actor.World.RenderPlayer == null || !dotStates[actor.World.RenderPlayer].Visible)
return SpriteRenderable.None;

var palette = wr.Palette(info.IndicatorPalettePrefix + self.Owner.InternalName);
return anim.Render(self.CenterPosition, palette);
var effectiveOwner = actor.EffectiveOwner != null && actor.EffectiveOwner.Owner != null ?
actor.EffectiveOwner.Owner : actor.Owner;

var palette = wr.Palette(info.IndicatorPalettePrefix + effectiveOwner.InternalName);
return anim.Render(actor.CenterPosition, palette);
}
}
}

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