no nonlocal shroud; beginning of Shroud trait; fog switch on shroud palette hack
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@@ -24,6 +24,9 @@ namespace OpenRA.FileFormats
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{
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public class ShroudPaletteRemap : IPaletteRemap
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{
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bool isFog;
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public ShroudPaletteRemap(bool isFog) { this.isFog = isFog; }
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public Color GetRemappedColor(Color original, int index)
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{
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// false-color version for debug
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@@ -36,13 +39,22 @@ namespace OpenRA.FileFormats
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// Color.Purple,
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// Color.Cyan}[index % 8];
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return new[] {
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Color.Transparent, Color.Green,
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Color.Blue, Color.Yellow,
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Color.Black,
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Color.FromArgb(192,0,0,0),
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Color.FromArgb(128,0,0,0),
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Color.FromArgb(64,0,0,0)}[index % 8];
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if (isFog)
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return new[] {
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Color.Transparent, Color.Green,
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Color.Blue, Color.Yellow,
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Color.Transparent,
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Color.Transparent,
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Color.FromArgb(128,0,0,0),
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Color.FromArgb(64,0,0,0)}[index % 8];
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else
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return new[] {
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Color.Transparent, Color.Green,
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Color.Blue, Color.Yellow,
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Color.Black,
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Color.FromArgb(128,0,0,0),
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Color.Transparent,
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Color.Transparent}[index % 8];
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}
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}
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}
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@@ -76,6 +76,7 @@
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<Compile Include="Chat.cs" />
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<Compile Include="Chrome.cs" />
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<Compile Include="Traits\AI\ReturnOnIdle.cs" />
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<Compile Include="Traits\World\Shroud.cs" />
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<Compile Include="Widgets\Delegates\ConnectionDialogsDelegate.cs" />
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<Compile Include="Widgets\Delegates\CreateServerMenuDelegate.cs" />
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<Compile Include="Widgets\Delegates\MainMenuButtonsDelegate.cs" />
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@@ -24,8 +24,8 @@ using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA
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{
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@@ -64,6 +64,8 @@ namespace OpenRA
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public void Tick( World world )
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{
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if (owner != owner.World.LocalPlayer) return;
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if (gapTicks > 0) { --gapTicks; return; }
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// Clear active flags
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@@ -102,6 +104,8 @@ namespace OpenRA
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public void ResetExplored()
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{
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if (owner != owner.World.LocalPlayer) return;
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explored = new bool[map.MapSize, map.MapSize];
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dirty = true;
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}
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@@ -113,6 +117,8 @@ namespace OpenRA
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public void Explore(World w, int2 center, int range)
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{
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if (owner != owner.World.LocalPlayer) return;
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using (new PerfSample("explore"))
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{
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if (range == 0)
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@@ -133,6 +139,8 @@ namespace OpenRA
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public void Explore(Actor a)
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{
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if (owner != owner.World.LocalPlayer) return;
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var sight = a.Info.Traits.Get<OwnedActorInfo>().Sight;
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// Buildings: explore from each cell in the footprint
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54
OpenRA.Game/Traits/World/Shroud.cs
Normal file
54
OpenRA.Game/Traits/World/Shroud.cs
Normal file
@@ -0,0 +1,54 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using OpenRA.FileFormats;
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using System.Collections.Generic;
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namespace OpenRA.Traits
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{
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class ShroudInfo : ITraitInfo
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{
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public object Create(Actor self) { return new Shroud(self, this); }
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}
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class Shroud
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{
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Map map;
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int[,] visibleCells;
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public Shroud(Actor self, ShroudInfo info)
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{
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map = self.World.Map;
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visibleCells = new int[map.MapSize, map.MapSize];
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self.World.ActorAdded += AddActor;
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self.World.ActorRemoved += RemoveActor;
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}
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class ActorVisibility
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{
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int range;
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int2[] vis;
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}
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void AddActor(Actor a) { }
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void RemoveActor(Actor a) { }
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}
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}
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@@ -24,18 +24,19 @@ namespace OpenRA.Traits
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{
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class ShroudPaletteInfo : ITraitInfo
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{
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public object Create(Actor self) { return new ShroudPalette(self); }
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public readonly string Name = "shroud";
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public readonly bool IsFog = false;
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public object Create(Actor self) { return new ShroudPalette(self, this); }
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}
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class ShroudPalette
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{
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public ShroudPalette(Actor self)
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public ShroudPalette(Actor self, ShroudPaletteInfo info)
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{
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// TODO: This shouldn't rely on a base palette
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var wr = self.World.WorldRenderer;
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var pal = wr.GetPalette("terrain");
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wr.AddPalette("shroud", new Palette(pal, new ShroudPaletteRemap()));
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wr.AddPalette(info.Name, new Palette(pal, new ShroudPaletteRemap(info.IsFog)));
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}
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}
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}
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