context: #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 System.Linq;
  using OpenRA.Graphics;
  using OpenRA.Mods.Common.Graphics;
  using OpenRA.Primitives;
  using OpenRA.Traits;
  
  namespace OpenRA.Mods.Common.Traits
  {
  	public interface IRenderActorPreviewSpritesInfo : ITraitInfo
  	{
  		IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p);
  	}
  
  	[Desc("Render trait fundament that won't work without additional With* render traits.")]
  	public class RenderSpritesInfo : IRenderActorPreviewInfo, ITraitInfo
  	{
  		[Desc("The sequence name that defines the actor sprites. Defaults to the actor name.")]
  		public readonly string Image = null;
  
  		[Desc("A dictionary of faction-specific image overrides.")]
  		public readonly Dictionary<string, string> FactionImages = null;
  
  		[Desc("Custom palette name")]
  		[PaletteReference] public readonly string Palette = null;
  
  		[Desc("Custom PlayerColorPalette: BaseName")]
  		public readonly string PlayerPalette = "player";
  
  		[Desc("Change the sprite image size.")]
  		public readonly float Scale = 1f;
  
  		public virtual object Create(ActorInitializer init) { return new RenderSprites(init, this); }
  
  		public IEnumerable<IActorPreview> RenderPreview(ActorPreviewInitializer init)
  		{
  			var sequenceProvider = init.World.Map.SequenceProvider;
  			var faction = init.Get<FactionInit, string>();
  			var ownerName = init.Get<OwnerInit>().PlayerName;
  			var image = GetImage(init.Actor, sequenceProvider, faction);
  			var palette = init.WorldRenderer.Palette(Palette ?? PlayerPalette + ownerName);
  
  			var facings = 0;
  			var body = init.Actor.TraitInfoOrDefault<BodyOrientationInfo>();
  			if (body != null)
  			{
  				facings = body.QuantizedFacings;
  
  				if (facings == -1)
  				{
  					var qbo = init.Actor.TraitInfoOrDefault<IQuantizeBodyOrientationInfo>();
  					facings = qbo != null ? qbo.QuantizedBodyFacings(init.Actor, sequenceProvider, faction) : 1;
  				}
  			}
  
  			foreach (var spi in init.Actor.TraitInfos<IRenderActorPreviewSpritesInfo>())
  				foreach (var preview in spi.RenderPreviewSprites(init, this, image, facings, palette))
  					yield return preview;
  		}
  
  		public string GetImage(ActorInfo actor, SequenceProvider sequenceProvider, string faction)
  		{
  			if (FactionImages != null && !string.IsNullOrEmpty(faction))
  			{
  				string factionImage = null;
  				if (FactionImages.TryGetValue(faction, out factionImage) && sequenceProvider.HasSequence(factionImage))
  					return factionImage;
  			}
  
  			return (Image ?? actor.Name).ToLowerInvariant();
  		}
  	}
  
  	public class RenderSprites : IRender, ITick, INotifyOwnerChanged, INotifyEffectiveOwnerChanged
  	{
  		class AnimationWrapper
  		{
  			public readonly AnimationWithOffset Animation;
  			public readonly string Palette;
  			public readonly bool IsPlayerPalette;
  			public PaletteReference PaletteReference { get; private set; }
  
  			public AnimationWrapper(AnimationWithOffset animation, string palette, bool isPlayerPalette)
  			{
  				Animation = animation;
  				Palette = palette;
  				IsPlayerPalette = isPlayerPalette;
  			}
  
  			public void CachePalette(WorldRenderer wr, Player owner)
  			{
  				PaletteReference = wr.Palette(IsPlayerPalette ? Palette + owner.InternalName : Palette);
  			}
  
  			public void OwnerChanged()
  			{
  				// Update the palette reference next time we draw
  				if (IsPlayerPalette)
  					PaletteReference = null;
  			}
  
  			public bool IsVisible
  			{
  				get
  				{
  					return Animation.DisableFunc == null || !Animation.DisableFunc();
  				}
  			}
  		}
  
  		readonly string faction;
  		readonly RenderSpritesInfo info;
  		readonly List<AnimationWrapper> anims = new List<AnimationWrapper>();
  		string cachedImage;
  
  		public static Func<int> MakeFacingFunc(Actor self)
  		{
  			var facing = self.TraitOrDefault<IFacing>();
  			if (facing == null) return () => 0;
  			return () => facing.Facing;
  		}
  
  		public RenderSprites(ActorInitializer init, RenderSpritesInfo info)
  		{
  			this.info = info;
  			faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : init.Self.Owner.Faction.InternalName;
  		}
  
  		public string GetImage(Actor self)
  		{
  			if (cachedImage != null)
  				return cachedImage;
  
  			return cachedImage = info.GetImage(self.Info, self.World.Map.SequenceProvider, faction);
  		}
  
  		public void UpdatePalette()
  		{
  			foreach (var anim in anims)
  				anim.OwnerChanged();
  		}
  
  		public virtual void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { UpdatePalette(); }
  		public void OnEffectiveOwnerChanged(Actor self, Player oldEffectiveOwner, Player newEffectiveOwner) { UpdatePalette(); }
  
  		public virtual IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
  		{
  			foreach (var a in anims)
  			{
  				if (!a.IsVisible)
  					continue;
  
  				if (a.PaletteReference == null)
  				{
  					var owner = self.EffectiveOwner != null && self.EffectiveOwner.Disguised ? self.EffectiveOwner.Owner : self.Owner;
  					a.CachePalette(wr, owner);
  				}
  
  				foreach (var r in a.Animation.Render(self, wr, a.PaletteReference, info.Scale))
  					yield return r;
  			}
  		}
  
  		public virtual void Tick(Actor self)
  		{
  			foreach (var a in anims)
  				a.Animation.Animation.Tick();
  		}
  
  		public void Add(AnimationWithOffset anim, string palette = null, bool isPlayerPalette = false)
  		{
  			// Use defaults
  			if (palette == null)
  			{
  				palette = info.Palette ?? info.PlayerPalette;
  				isPlayerPalette = info.Palette == null;
  			}
  
  			anims.Add(new AnimationWrapper(anim, palette, isPlayerPalette));
  		}
  
  		public void Remove(AnimationWithOffset anim)
  		{
  			anims.RemoveAll(a => a.Animation == anim);
  		}
  
  		public static string NormalizeSequence(Animation anim, DamageState state, string sequence)
  		{
  			var states = new Pair<DamageState, string>[]
  			{
  				Pair.New(DamageState.Critical, "critical-"),
  				Pair.New(DamageState.Heavy, "damaged-"),
  				Pair.New(DamageState.Medium, "scratched-"),
  				Pair.New(DamageState.Light, "scuffed-")
  			};
  
  			// Remove existing damage prefix
  			foreach (var s in states)
  			{
  				if (sequence.StartsWith(s.Second))
  				{
  					sequence = sequence.Substring(s.Second.Length);
  					break;
  				}
  			}
  
  			foreach (var s in states)
  				if (state >= s.First && anim.HasSequence(s.Second + sequence))
  					return s.Second + sequence;
  
  			return sequence;
  		}
  
  		// Required by WithSpriteBody and WithInfantryBody
  		public int2 AutoSelectionSize(Actor self)
  		{
  			return anims.Where(b => b.IsVisible
  
gt: 				&& b.Animation.Animation.CurrentSequence != null)