Merge branch 'master' of git://github.com/chrisforbes/OpenRA
This commit is contained in:
@@ -60,10 +60,11 @@
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<Compile Include="PackageEntry.cs" />
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<Compile Include="Package.cs" />
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<Compile Include="Palette.cs" />
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<Compile Include="PaletteRemap.cs" />
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<Compile Include="PlayerColorRemap.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="ShpReader.cs" />
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<Compile Include="ShroudPaletteRemap.cs" />
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<Compile Include="SingleColorRemap.cs" />
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<Compile Include="Terrain.cs" />
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<Compile Include="TileReference.cs" />
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<Compile Include="TileSet.cs" />
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@@ -4,13 +4,12 @@ using System.IO;
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namespace OpenRa.FileFormats
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{
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public class PaletteRemap : IPaletteRemap
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public class PlayerColorRemap : IPaletteRemap
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{
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int offset;
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List<Color> remapColors = new List<Color>();
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Color shadowColor;
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public PaletteRemap(Stream s)
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public PlayerColorRemap(Stream s)
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{
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using (BinaryReader reader = new BinaryReader(s))
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{
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@@ -27,22 +26,12 @@ namespace OpenRa.FileFormats
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offset = 80;
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}
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public PaletteRemap( Color shadowColor )
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{
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this.shadowColor = shadowColor;
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}
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public Color GetRemappedColor(Color original, int index)
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{
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if (remapColors.Count > 0)
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{
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if (index < offset || index >= offset + remapColors.Count)
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return original;
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if (index < offset || index >= offset + remapColors.Count)
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return original;
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return remapColors[index - offset];
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}
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return original.A > 0 ? shadowColor : original;
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return remapColors[index - offset];
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}
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}
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}
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18
OpenRa.FileFormats/SingleColorRemap.cs
Normal file
18
OpenRa.FileFormats/SingleColorRemap.cs
Normal file
@@ -0,0 +1,18 @@
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using System.Drawing;
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namespace OpenRa.FileFormats
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{
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public class SingleColorRemap : IPaletteRemap
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{
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Color c;
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public SingleColorRemap(Color c)
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{
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this.c = c;
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}
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public Color GetRemappedColor(Color original, int index)
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{
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return original.A > 0 ? c : original;
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}
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}
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}
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35
OpenRa.Game/Effects/FlashTarget.cs
Normal file
35
OpenRa.Game/Effects/FlashTarget.cs
Normal file
@@ -0,0 +1,35 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Traits;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Effects
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{
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class FlashTarget : IEffect
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{
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Actor target;
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int remainingTicks = 4;
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public FlashTarget(Actor target)
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{
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this.target = target;
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foreach (var e in Game.world.Effects.OfType<FlashTarget>().Where(a => a.target == target).ToArray())
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Game.world.Remove(e);
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}
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public void Tick()
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{
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if (--remainingTicks == 0)
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Game.world.AddFrameEndTask(w => w.Remove(this));
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}
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public IEnumerable<Renderable> Render()
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{
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if (remainingTicks % 2 == 0)
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foreach (var r in target.Render())
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yield return r.WithPalette(PaletteType.Highlight);
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}
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}
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}
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@@ -6,7 +6,7 @@ namespace OpenRa.Game.Graphics
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public enum PaletteType
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{
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Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray,
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Shadow, Invuln, Chrome, Shroud,
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Shadow, Invuln, Chrome, Shroud, Highlight,
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};
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class HardwarePalette : Sheet
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@@ -21,12 +21,13 @@ namespace OpenRa.Game.Graphics
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AddPalette(pal);
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foreach (string remap in new string[] { "blue", "red", "orange", "teal", "salmon", "green", "gray" })
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AddPalette(new Palette(pal, new PaletteRemap(FileSystem.Open(remap + ".rem"))));
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AddPalette(new Palette(pal, new PlayerColorRemap(FileSystem.Open(remap + ".rem"))));
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AddPalette(new Palette(pal, new PaletteRemap(Color.FromArgb(140, 0, 0, 0))));
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(140, 0, 0, 0))));
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AddPalette(pal); // iron curtain. todo: remap!
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AddPalette(pal); // chrome (it's like gold, but we're not going to hax it in palettemods)
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AddPalette(new Palette(pal, new ShroudPaletteRemap()));
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 255, 255, 255))));
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}
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int AddPalette(Palette p)
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@@ -82,6 +82,7 @@
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<Compile Include="Combat.cs" />
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<Compile Include="Effects\Corpse.cs" />
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<Compile Include="Effects\DelayedAction.cs" />
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<Compile Include="Effects\FlashTarget.cs" />
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<Compile Include="Effects\MoveFlash.cs" />
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<Compile Include="Effects\RepairIndicator.cs" />
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<Compile Include="Effects\Smoke.cs" />
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@@ -155,6 +155,9 @@ namespace OpenRa.Game.Traits
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{
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self.CancelActivity();
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QueueAttack(self, order);
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if (self.Owner == Game.LocalPlayer)
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Game.world.AddFrameEndTask(w => w.Add(new FlashTarget(order.TargetActor)));
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}
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else
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target = null;
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