no nonlocal shroud; beginning of Shroud trait; fog switch on shroud palette hack

This commit is contained in:
Chris Forbes
2010-03-29 19:14:21 +13:00
parent 8e0e776a9a
commit 9e44306ec4
5 changed files with 88 additions and 12 deletions

View File

@@ -24,6 +24,9 @@ namespace OpenRA.FileFormats
{
public class ShroudPaletteRemap : IPaletteRemap
{
bool isFog;
public ShroudPaletteRemap(bool isFog) { this.isFog = isFog; }
public Color GetRemappedColor(Color original, int index)
{
// false-color version for debug
@@ -36,13 +39,22 @@ namespace OpenRA.FileFormats
// Color.Purple,
// Color.Cyan}[index % 8];
return new[] {
Color.Transparent, Color.Green,
Color.Blue, Color.Yellow,
Color.Black,
Color.FromArgb(192,0,0,0),
Color.FromArgb(128,0,0,0),
Color.FromArgb(64,0,0,0)}[index % 8];
if (isFog)
return new[] {
Color.Transparent, Color.Green,
Color.Blue, Color.Yellow,
Color.Transparent,
Color.Transparent,
Color.FromArgb(128,0,0,0),
Color.FromArgb(64,0,0,0)}[index % 8];
else
return new[] {
Color.Transparent, Color.Green,
Color.Blue, Color.Yellow,
Color.Black,
Color.FromArgb(128,0,0,0),
Color.Transparent,
Color.Transparent}[index % 8];
}
}
}

View File

@@ -76,6 +76,7 @@
<Compile Include="Chat.cs" />
<Compile Include="Chrome.cs" />
<Compile Include="Traits\AI\ReturnOnIdle.cs" />
<Compile Include="Traits\World\Shroud.cs" />
<Compile Include="Widgets\Delegates\ConnectionDialogsDelegate.cs" />
<Compile Include="Widgets\Delegates\CreateServerMenuDelegate.cs" />
<Compile Include="Widgets\Delegates\MainMenuButtonsDelegate.cs" />

View File

@@ -24,8 +24,8 @@ using System.Linq;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA
{
@@ -64,6 +64,8 @@ namespace OpenRA
public void Tick( World world )
{
if (owner != owner.World.LocalPlayer) return;
if (gapTicks > 0) { --gapTicks; return; }
// Clear active flags
@@ -102,6 +104,8 @@ namespace OpenRA
public void ResetExplored()
{
if (owner != owner.World.LocalPlayer) return;
explored = new bool[map.MapSize, map.MapSize];
dirty = true;
}
@@ -113,6 +117,8 @@ namespace OpenRA
public void Explore(World w, int2 center, int range)
{
if (owner != owner.World.LocalPlayer) return;
using (new PerfSample("explore"))
{
if (range == 0)
@@ -133,6 +139,8 @@ namespace OpenRA
public void Explore(Actor a)
{
if (owner != owner.World.LocalPlayer) return;
var sight = a.Info.Traits.Get<OwnedActorInfo>().Sight;
// Buildings: explore from each cell in the footprint

View File

@@ -0,0 +1,54 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using OpenRA.FileFormats;
using System.Collections.Generic;
namespace OpenRA.Traits
{
class ShroudInfo : ITraitInfo
{
public object Create(Actor self) { return new Shroud(self, this); }
}
class Shroud
{
Map map;
int[,] visibleCells;
public Shroud(Actor self, ShroudInfo info)
{
map = self.World.Map;
visibleCells = new int[map.MapSize, map.MapSize];
self.World.ActorAdded += AddActor;
self.World.ActorRemoved += RemoveActor;
}
class ActorVisibility
{
int range;
int2[] vis;
}
void AddActor(Actor a) { }
void RemoveActor(Actor a) { }
}
}

View File

@@ -24,18 +24,19 @@ namespace OpenRA.Traits
{
class ShroudPaletteInfo : ITraitInfo
{
public object Create(Actor self) { return new ShroudPalette(self); }
public readonly string Name = "shroud";
public readonly bool IsFog = false;
public object Create(Actor self) { return new ShroudPalette(self, this); }
}
class ShroudPalette
{
public ShroudPalette(Actor self)
public ShroudPalette(Actor self, ShroudPaletteInfo info)
{
// TODO: This shouldn't rely on a base palette
var wr = self.World.WorldRenderer;
var pal = wr.GetPalette("terrain");
wr.AddPalette("shroud", new Palette(pal, new ShroudPaletteRemap()));
wr.AddPalette(info.Name, new Palette(pal, new ShroudPaletteRemap(info.IsFog)));
}
}
}