Use CellLayers for pathfinder debug.

This commit is contained in:
Paul Chote
2014-05-17 01:06:01 +12:00
parent 386b71de82
commit 5a00757eab

View File

@@ -11,6 +11,7 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using OpenRA;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
@@ -20,7 +21,7 @@ namespace OpenRA.Mods.RA
class PathfinderDebugOverlayInfo : TraitInfo<PathfinderDebugOverlay> { }
class PathfinderDebugOverlay : IRenderOverlay, IWorldLoaded
{
Dictionary<Player, int[,]> layers;
Dictionary<Player, CellLayer<int>> layers;
int refreshTick;
World world;
public bool Visible;
@@ -29,7 +30,7 @@ namespace OpenRA.Mods.RA
{
world = w;
refreshTick = 0;
layers = new Dictionary<Player, int[,]>(8);
layers = new Dictionary<Player, CellLayer<int>>(8);
// Enabled via Cheats menu
Visible = false;
@@ -39,15 +40,15 @@ namespace OpenRA.Mods.RA
{
if (maxWeight == 0) return;
int[,] layer;
CellLayer<int> layer;
if (!layers.TryGetValue(pl, out layer))
{
layer = new int[world.Map.MapSize.X, world.Map.MapSize.Y];
layer = new CellLayer<int>(world.Map);
layers.Add(pl, layer);
}
foreach (var p in cellWeights)
layer[p.First.X, p.First.Y] = Math.Min(128, layer[p.First.X, p.First.Y] + (maxWeight - p.Second) * 64 / maxWeight);
layer[p.First] = Math.Min(128, layer[p.First] + (maxWeight - p.Second) * 64 / maxWeight);
}
public void Render(WorldRenderer wr)
@@ -59,29 +60,25 @@ namespace OpenRA.Mods.RA
var doDim = refreshTick - world.WorldTick <= 0;
if (doDim) refreshTick = world.WorldTick + 20;
var viewBounds = wr.Viewport.CellBounds;
foreach (var pair in layers)
{
var c = (pair.Key != null) ? pair.Key.Color.RGB : Color.PaleTurquoise;
var layer = pair.Value;
// Only render quads in viewing range:
for (var j = viewBounds.Top; j <= viewBounds.Bottom; ++j)
foreach (var cell in wr.Viewport.VisibleCells)
{
for (var i = viewBounds.Left; i <= viewBounds.Right; ++i)
{
if (layer[i, j] <= 0)
continue;
if (layer[cell] <= 0)
continue;
var w = Math.Max(0, Math.Min(layer[i, j], 128));
if (doDim)
layer[i, j] = layer[i, j] * 5 / 6;
var w = Math.Max(0, Math.Min(layer[cell], 128));
if (doDim)
layer[cell] = layer[cell] * 5 / 6;
// TODO: This doesn't make sense for isometric terrain
var tl = wr.ScreenPxPosition(new CPos(i, j).TopLeft);
var br = wr.ScreenPxPosition(new CPos(i, j).BottomRight);
qr.FillRect(RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y), Color.FromArgb(w, c));
}
// TODO: This doesn't make sense for isometric terrain
var tl = wr.ScreenPxPosition(cell.TopLeft);
var br = wr.ScreenPxPosition(cell.BottomRight);
qr.FillRect(RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y), Color.FromArgb(w, c));
}
}
}