Add RevealShroudEffect
This allows support powers etc. to reveal shroud for customizable amount of ticks and after customizable delay, instead of spawning camera actors.
This commit is contained in:
81
OpenRA.Mods.Common/Effects/RevealShroudEffect.cs
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81
OpenRA.Mods.Common/Effects/RevealShroudEffect.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Effects
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{
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public class RevealShroudEffect : IEffect
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{
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static readonly PPos[] NoCells = { };
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readonly WPos pos;
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readonly Player player;
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readonly Shroud.SourceType sourceType;
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readonly WDist revealRadius;
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readonly Stance validStances;
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readonly int duration;
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int ticks;
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public RevealShroudEffect(WPos pos, WDist radius, Shroud.SourceType type, Player forPlayer, Stance stances, int delay = 0, int duration = 50)
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{
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this.pos = pos;
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player = forPlayer;
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revealRadius = radius;
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validStances = stances;
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sourceType = type;
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this.duration = duration;
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ticks = -delay;
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}
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void AddCellsToPlayerShroud(Player p, PPos[] uv) { if (!validStances.HasStance(p.Stances[player])) return; p.Shroud.AddSource(this, sourceType, uv); }
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void RemoveCellsFromPlayerShroud(Player p) { p.Shroud.RemoveSource(this); }
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PPos[] ProjectedCells(World world)
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{
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var map = world.Map;
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var range = revealRadius;
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if (range == WDist.Zero)
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return NoCells;
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return Shroud.ProjectedCellsInRange(map, pos, range)
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.ToArray();
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}
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public void Tick(World world)
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{
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if (ticks == 0)
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{
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var cells = ProjectedCells(world);
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foreach (var p in world.Players)
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AddCellsToPlayerShroud(p, cells);
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}
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if (ticks == duration)
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{
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foreach (var p in world.Players)
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RemoveCellsFromPlayerShroud(p);
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world.AddFrameEndTask(w => w.Remove(this));
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}
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ticks++;
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr) { return SpriteRenderable.None; }
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}
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}
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@@ -138,6 +138,7 @@
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<Compile Include="Effects\Contrail.cs" />
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<Compile Include="Effects\Contrail.cs" />
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<Compile Include="Effects\ContrailFader.cs" />
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<Compile Include="Effects\ContrailFader.cs" />
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<Compile Include="Effects\CrateEffect.cs" />
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<Compile Include="Effects\CrateEffect.cs" />
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<Compile Include="Effects\RevealShroudEffect.cs" />
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<Compile Include="Effects\FlashTarget.cs" />
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<Compile Include="Effects\FlashTarget.cs" />
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<Compile Include="Effects\FloatingText.cs" />
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<Compile Include="Effects\FloatingText.cs" />
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<Compile Include="Effects\PowerdownIndicator.cs" />
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<Compile Include="Effects\PowerdownIndicator.cs" />
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