Now coloring A* cells by owning player color. Added checkbox to cheats menu.

This commit is contained in:
Matthias Mailänder
2013-03-10 07:33:25 +01:00
parent 7d0de5645f
commit 493eb10b96
4 changed files with 49 additions and 22 deletions

View File

@@ -15,46 +15,61 @@ namespace OpenRA.Mods.RA
class DebugOverlay : IRenderOverlay, IWorldLoaded
{
int[,] layer;
Dictionary<Player, int[,]> layers;
int refreshTick;
World world;
public bool Visible;
public void WorldLoaded(World w)
{
this.world = w;
this.layer = new int[w.Map.MapSize.X, w.Map.MapSize.Y];
this.refreshTick = 0;
this.layers = new Dictionary<Player, int[,]>(8);
// Enabled via Cheats menu
this.Visible = false;
}
public void AddLayer(IEnumerable<Pair<CPos, int>> cellWeights, int maxWeight)
public void AddLayer(IEnumerable<Pair<CPos, int>> cellWeights, int maxWeight, Player pl)
{
if (maxWeight == 0) return;
int[,] layer;
if (!layers.TryGetValue(pl, out layer))
{
layer = new int[world.Map.MapSize.X, world.Map.MapSize.Y];
layers.Add(pl, layer);
}
foreach (var p in cellWeights)
layer[p.First.X, p.First.Y] = layer[p.First.X, p.First.Y] / 2 + (p.Second * 128 / maxWeight);
layer[p.First.X, p.First.Y] = Math.Min(128, (layer[p.First.X, p.First.Y] / 2) + ((maxWeight - p.Second) * 64 / maxWeight));
}
public void Render(WorldRenderer wr)
{
if (!Visible) return;
var qr = Game.Renderer.WorldQuadRenderer;
bool doSwap = refreshTick - world.FrameNumber <= 0;
if (doSwap) refreshTick = world.FrameNumber + 20;
bool doDim = refreshTick - world.FrameNumber <= 0;
if (doDim) refreshTick = world.FrameNumber + 15;
for (int j = world.Map.Bounds.Top; j <= world.Map.Bounds.Bottom; ++j)
for (int i = world.Map.Bounds.Left; i <= world.Map.Bounds.Right; ++i)
{
if (!world.Map.IsInMap(i, j)) continue;
foreach (var pair in layers)
{
Color c = (pair.Key != null) ? pair.Key.ColorRamp.GetColor(0f) : Color.PaleTurquoise;
var layer = pair.Value;
var cell = new CPos(i, j);
var pix = cell.ToPPos();
var w = Math.Max(0, Math.Min(layer[i, j], 224));
if (doSwap)
for (int j = world.Map.Bounds.Top; j <= world.Map.Bounds.Bottom; ++j)
for (int i = world.Map.Bounds.Left; i <= world.Map.Bounds.Right; ++i)
{
layer[i, j] = layer[i, j] * 4 / 5;
var ploc = new CPos(i, j).ToPPos();
var w = Math.Max(0, Math.Min(layer[i, j], 128));
if (doDim)
{
layer[i, j] = layer[i, j] * 4 / 5;
}
qr.FillRect(new RectangleF(ploc.X, ploc.Y, Game.CellSize, Game.CellSize), Color.FromArgb(w, c));
}
qr.FillRect(new RectangleF(pix.X, pix.Y, Game.CellSize, Game.CellSize), Color.FromArgb(w, Color.White));
}
}
}
}
}