Make WithRangeCircle a little more flexible

* Added ability to show the circle in the player's colour.
* Added ability to show the circle either always or only when selected.
* Added ability to configure the stances players need to see the circle.
This commit is contained in:
Oliver Brakmann
2016-01-17 12:26:26 +01:00
parent 8b5df6bf2c
commit 4f2b1f5177

View File

@@ -16,6 +16,8 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public enum RangeCircleVisibility { Always, WhenSelected }
[Desc("Renders an arbitrary circle when selected or placing a structure")]
class WithRangeCircleInfo : ITraitInfo, IPlaceBuildingDecorationInfo
{
@@ -25,6 +27,16 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Color of the circle")]
public readonly Color Color = Color.FromArgb(128, Color.White);
[Desc("If set, the color of the owning player will be used instead of `Color`.")]
public readonly bool UsePlayerColor = false;
[Desc("Stances of players which will be able to see the circle.",
"Valid values are combinations of `None`, `Ally`, `Enemy` and `Neutral`.")]
public readonly Stance ValidStances = Stance.Ally;
[Desc("When to show the range circle. Valid values are `Always`, and `WhenSelected`")]
public readonly RangeCircleVisibility Visible = RangeCircleVisibility.WhenSelected;
[Desc("Range of the circle")]
public readonly WDist Range = WDist.Zero;
@@ -38,15 +50,15 @@ namespace OpenRA.Mods.Common.Traits
Color.FromArgb(96, Color.Black));
foreach (var a in w.ActorsWithTrait<WithRangeCircle>())
if (a.Actor.Owner.IsAlliedWith(w.RenderPlayer) && a.Trait.Info.Type == Type)
foreach (var r in a.Trait.RenderAfterWorld(wr))
if (a.Trait.Info.Type == Type)
foreach (var r in a.Trait.RenderRangeCircle(wr))
yield return r;
}
public object Create(ActorInitializer init) { return new WithRangeCircle(init.Self, this); }
}
class WithRangeCircle : IPostRenderSelection
class WithRangeCircle : IPostRenderSelection, IPostRender
{
public readonly WithRangeCircleInfo Info;
readonly Actor self;
@@ -57,17 +69,44 @@ namespace OpenRA.Mods.Common.Traits
Info = info;
}
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
bool Visible
{
if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
yield break;
get
{
var p = self.World.RenderPlayer;
return p == null || Info.ValidStances.HasStance(self.Owner.Stances[p]) || (p.Spectating && !p.NonCombatant);
}
}
yield return new RangeCircleRenderable(
self.CenterPosition,
Info.Range,
0,
Info.Color,
Color.FromArgb(96, Color.Black));
public IEnumerable<IRenderable> RenderRangeCircle(WorldRenderer wr)
{
if (Info.Visible == RangeCircleVisibility.WhenSelected && Visible)
yield return new RangeCircleRenderable(
self.CenterPosition,
Info.Range,
0,
Info.UsePlayerColor ? self.Owner.Color.RGB : Info.Color,
Color.FromArgb(96, Color.Black));
yield break;
}
IEnumerable<IRenderable> IPostRenderSelection.RenderAfterWorld(WorldRenderer wr)
{
return RenderRangeCircle(wr);
}
void IPostRender.RenderAfterWorld(WorldRenderer wr, Actor self)
{
if (Info.Visible == RangeCircleVisibility.Always && Visible)
RangeCircleRenderable.DrawRangeCircle(
wr,
self.CenterPosition,
Info.Range,
1,
Info.UsePlayerColor ? self.Owner.Color.RGB : Info.Color,
3,
Color.FromArgb(96, Color.Black));
}
}
}