Added: StrategicProgressWidget to show the capturing progress (including custom gfx)
Fixed: Sync on unsyncable field type Added: StrategicProgressWidget to both cnc & ra
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116
OpenRA.Mods.RA/Widgets/StrategicProgressWidget.cs
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116
OpenRA.Mods.RA/Widgets/StrategicProgressWidget.cs
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA.Widgets
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{
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public class StrategicProgressWidget : Widget
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{
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bool Initialised = false;
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public StrategicProgressWidget() { IsVisible = () => true; }
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public override void DrawInner(WorldRenderer wr)
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{
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if (!Initialised)
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Init(wr);
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if (!IsVisible()) return;
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int2 offset = int2.Zero;
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var svc = wr.world.players.Select(p => p.Value.PlayerActor.TraitOrDefault<StrategicVictoryConditions>()).FirstOrDefault();
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var totalWidth = (svc.Total + svc.TotalCritical)*32;
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int curX = -(totalWidth / 2);
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foreach (var a in wr.world.Actors.Where(a => !a.Destroyed && a.HasTrait<StrategicPoint>() && !a.TraitOrDefault<StrategicPoint>().Critical))
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{
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WidgetUtils.DrawRGBA(ChromeProvider.GetImage("strategic", "unowned"), offset + new float2(RenderBounds.Left + curX, RenderBounds.Top));
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if (a.Owner == wr.world.LocalPlayer || (a.Owner.Stances[wr.world.LocalPlayer] == Stance.Ally && wr.world.LocalPlayer.Stances[a.Owner] == Stance.Ally))
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WidgetUtils.DrawRGBA(ChromeProvider.GetImage("strategic", "player_owned"), offset + new float2(RenderBounds.Left + curX, RenderBounds.Top));
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else if (!a.Owner.NonCombatant)
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WidgetUtils.DrawRGBA(ChromeProvider.GetImage("strategic", "enemy_owned"), offset + new float2(RenderBounds.Left + curX, RenderBounds.Top));
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curX += 32;
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}
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foreach (var a in wr.world.Actors.Where(a => !a.Destroyed && a.HasTrait<StrategicPoint>() && a.TraitOrDefault<StrategicPoint>().Critical))
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{
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WidgetUtils.DrawRGBA(ChromeProvider.GetImage("strategic", "critical_unowned"), offset + new float2(RenderBounds.Left + curX, RenderBounds.Top));
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if (a.Owner == wr.world.LocalPlayer || (a.Owner.Stances[wr.world.LocalPlayer] == Stance.Ally && wr.world.LocalPlayer.Stances[a.Owner] == Stance.Ally))
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WidgetUtils.DrawRGBA(ChromeProvider.GetImage("strategic", "player_owned"), offset + new float2(RenderBounds.Left + curX, RenderBounds.Top));
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else if (!a.Owner.NonCombatant)
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WidgetUtils.DrawRGBA(ChromeProvider.GetImage("strategic", "enemy_owned"), offset + new float2(RenderBounds.Left + curX, RenderBounds.Top));
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curX += 32;
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}
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offset += new int2(0, 32);
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var pendingWinner = FindFirstWinningPlayer(wr.world);
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if (pendingWinner == null) return;
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svc = pendingWinner.PlayerActor.TraitOrDefault<StrategicVictoryConditions>();
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if (wr.world.LocalPlayer == null)
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{
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}else
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{
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var tc = "";
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if (pendingWinner != wr.world.LocalPlayer && (pendingWinner.Stances[wr.world.LocalPlayer] != Stance.Ally || wr.world.LocalPlayer.Stances[pendingWinner] != Stance.Ally))
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{
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// losing
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tc = "Strategic defeat in " + ((svc.CriticalTicksLeft > svc.TicksLeft) ? svc.CriticalTicksLeft / 25 : svc.TicksLeft / 25) + " second(s)";
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}else
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{
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// winning
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tc = "Strategic victory in " + ((svc.CriticalTicksLeft > svc.TicksLeft) ? svc.CriticalTicksLeft / 25 : svc.TicksLeft / 25) + " second(s)";
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}
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var size = Game.Renderer.BoldFont.Measure(tc);
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Game.Renderer.BoldFont.DrawText(tc, offset + new float2(RenderBounds.Left - size.X / 2 + 1, RenderBounds.Top + 1), Color.Black);
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Game.Renderer.BoldFont.DrawText(tc, offset + new float2(RenderBounds.Left - size.X / 2, RenderBounds.Top), Color.WhiteSmoke);
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offset += new int2(0, size.Y + 1);
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}
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}
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public Player FindFirstWinningPlayer(World world)
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{
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// loop through all players, see who is 'winning' and get the one with the shortest 'time to win'
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int shortest = int.MaxValue;
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Player shortestPlayer = null;
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foreach (var p in world.players.Select(p => p.Value).Where(p => !p.NonCombatant))
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{
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var svc = p.PlayerActor.TraitOrDefault<StrategicVictoryConditions>();
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if (svc.HoldingCritical && svc.CriticalTicksLeft > 0 && svc.CriticalTicksLeft < shortest)
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{
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shortest = svc.CriticalTicksLeft;
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shortestPlayer = p;
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}
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if (svc.Holding && svc.TicksLeft > 0 && svc.TicksLeft < shortest)
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{
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shortest = svc.CriticalTicksLeft;
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shortestPlayer = p;
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}
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}
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return shortestPlayer;
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}
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private void Init(WorldRenderer wr)
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{
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IsVisible = () => (wr.world.Actors.Where(a => a.HasTrait<StrategicVictoryConditions>()).Any() && wr.world.Actors.Where(a => a.HasTrait<StrategicPoint>()).Any());
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Initialised = true;
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}
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}
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}
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