Trait-based units. Any unit/building without sequences will cause a crash when built.
This commit is contained in:
@@ -1,101 +1,101 @@
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using System.Drawing;
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using System.Windows.Forms;
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namespace OpenRa.Game.Graphics
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{
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class WorldRenderer
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{
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public readonly SpriteRenderer spriteRenderer;
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public readonly LineRenderer lineRenderer;
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public readonly World world;
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public readonly Region region;
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public readonly UiOverlay uiOverlay;
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public WorldRenderer(Renderer renderer, World world)
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{
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// TODO: this is layout policy. it belongs at a higher level than this.
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region = Region.Create(world.game.viewport, DockStyle.Left,
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world.game.viewport.Width - 128, Draw,
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world.game.controller.HandleMouseInput);
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world.game.viewport.AddRegion(region);
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spriteRenderer = new SpriteRenderer(renderer, true);
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lineRenderer = new LineRenderer(renderer);
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uiOverlay = new UiOverlay(spriteRenderer, world.game);
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this.world = world;
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}
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public void Draw()
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{
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var rect = new RectangleF((region.Position + world.game.viewport.Location).ToPointF(),
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region.Size.ToSizeF());
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foreach (Actor a in world.Actors)
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{
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var images = a.CurrentImages;
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foreach( var image in images )
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{
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var loc = image.Second;
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if( loc.X > rect.Right || loc.X < rect.Left - image.First.bounds.Width )
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continue;
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if( loc.Y > rect.Bottom || loc.Y < rect.Top - image.First.bounds.Height )
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continue;
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spriteRenderer.DrawSprite( image.First, loc, ( a.owner != null ) ? a.owner.Palette : 0 );
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}
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}
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uiOverlay.Draw();
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spriteRenderer.Flush();
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var selbox = world.game.controller.SelectionBox();
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if (selbox != null)
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{
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var a = selbox.Value.First;
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var b = new float2(selbox.Value.Second.X - a.X, 0);
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var c = new float2(0, selbox.Value.Second.Y - a.Y);
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lineRenderer.DrawLine(a, a + b, Color.White, Color.White);
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lineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White);
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lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
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lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
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foreach (var u in Controller.FindUnits(world.game, selbox.Value.First, selbox.Value.Second))
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DrawSelectionBox(u, Color.Yellow);
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}
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var selectedUnit = world.game.controller.orderGenerator as Unit;
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if (selectedUnit != null)
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DrawSelectionBox(selectedUnit, Color.White);
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lineRenderer.Flush();
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}
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void DrawSelectionBox(Unit selectedUnit, Color c)
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{
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var center = selectedUnit.CenterLocation;
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var size = selectedUnit.SelectedSize;
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var xy = center - 0.5f * size;
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var XY = center + 0.5f * size;
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var Xy = new float2(XY.X, xy.Y);
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var xY = new float2(xy.X, XY.Y);
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lineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
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lineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
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lineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
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lineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
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lineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
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lineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
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lineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
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lineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
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}
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}
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}
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using System.Drawing;
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using System.Windows.Forms;
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namespace OpenRa.Game.Graphics
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{
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class WorldRenderer
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{
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public readonly SpriteRenderer spriteRenderer;
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public readonly LineRenderer lineRenderer;
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public readonly World world;
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public readonly Region region;
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public readonly UiOverlay uiOverlay;
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public WorldRenderer(Renderer renderer, World world)
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{
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// TODO: this is layout policy. it belongs at a higher level than this.
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region = Region.Create(world.game.viewport, DockStyle.Left,
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world.game.viewport.Width - 128, Draw,
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world.game.controller.HandleMouseInput);
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world.game.viewport.AddRegion(region);
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spriteRenderer = new SpriteRenderer(renderer, true);
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lineRenderer = new LineRenderer(renderer);
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uiOverlay = new UiOverlay(spriteRenderer, world.game);
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this.world = world;
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}
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public void Draw()
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{
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var rect = new RectangleF((region.Position + world.game.viewport.Location).ToPointF(),
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region.Size.ToSizeF());
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foreach (Actor a in world.Actors)
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{
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var images = a.Render();
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foreach( var image in images )
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{
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var loc = image.Second;
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if( loc.X > rect.Right || loc.X < rect.Left - image.First.bounds.Width )
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continue;
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if( loc.Y > rect.Bottom || loc.Y < rect.Top - image.First.bounds.Height )
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continue;
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spriteRenderer.DrawSprite( image.First, loc, ( a.Owner != null ) ? a.Owner.Palette : 0 );
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}
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}
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uiOverlay.Draw();
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spriteRenderer.Flush();
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var selbox = world.game.controller.SelectionBox();
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if (selbox != null)
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{
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var a = selbox.Value.First;
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var b = new float2(selbox.Value.Second.X - a.X, 0);
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var c = new float2(0, selbox.Value.Second.Y - a.Y);
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lineRenderer.DrawLine(a, a + b, Color.White, Color.White);
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lineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White);
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lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
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lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
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foreach (var u in Controller.FindUnits(world.game, selbox.Value.First, selbox.Value.Second))
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DrawSelectionBox(u, Color.Yellow);
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}
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var selectedUnit = world.game.controller.orderGenerator as Actor;
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if (selectedUnit != null)
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DrawSelectionBox(selectedUnit, Color.White);
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lineRenderer.Flush();
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}
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void DrawSelectionBox(Actor selectedUnit, Color c)
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{
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var center = selectedUnit.CenterLocation;
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var size = selectedUnit.SelectedSize;
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var xy = center - 0.5f * size;
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var XY = center + 0.5f * size;
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var Xy = new float2(XY.X, xy.Y);
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var xY = new float2(xy.X, XY.Y);
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lineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
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lineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
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lineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
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lineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
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lineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
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lineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
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lineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
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lineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
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}
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}
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}
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