reinstate range circles; IRenderSelection allows arb. plugging in of these things

This commit is contained in:
Chris Forbes
2010-07-24 18:48:24 +12:00
committed by Paul Chote
parent 2254e48f65
commit f2bfa8e2ee
8 changed files with 72 additions and 40 deletions

View File

@@ -37,26 +37,11 @@ namespace OpenRA.Graphics
{
Game.Renderer.LineRenderer.DrawLine(start,end,startColor,endColor);
}
public int GetPaletteIndex(string name)
{
return palette.GetPaletteIndex(name);
}
public Palette GetPalette(string name)
{
return palette.GetPalette(name);
}
public void AddPalette(string name, Palette pal)
{
palette.AddPalette(name, pal);
}
public void UpdatePalette(string name, Palette pal)
{
palette.UpdatePalette(name, pal);
}
public int GetPaletteIndex(string name) { return palette.GetPaletteIndex(name); }
public Palette GetPalette(string name) { return palette.GetPalette(name); }
public void AddPalette(string name, Palette pal) { palette.AddPalette(name, pal); }
public void UpdatePalette(string name, Palette pal) { palette.UpdatePalette(name, pal); }
void DrawSpriteList(IEnumerable<Renderable> images)
{
@@ -369,7 +354,7 @@ namespace OpenRA.Graphics
var prev = location + Game.CellSize * range * float2.FromAngle(0);
for (var i = 1; i <= 32; i++)
{
var pos = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * i) / 8);
var pos = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * i) / 16);
Game.Renderer.LineRenderer.DrawLine(prev, pos, c, c);
prev = pos;
}

View File

@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -81,7 +81,6 @@
<Compile Include="Orders\GenericSelectTarget.cs" />
<Compile Include="Server\ProtocolVersion.cs" />
<Compile Include="Traits\BaseBuilding.cs" />
<Compile Include="Traits\DetectCloaked.cs" />
<Compile Include="Traits\LintAttributes.cs" />
<Compile Include="Traits\Modifiers\FrozenUnderFog.cs" />
<Compile Include="Traits\Player\PlayerResources.cs" />

View File

@@ -41,15 +41,8 @@ namespace OpenRA.Orders
{
world.WorldRenderer.DrawSelectionBox(a, Color.White, true);
if (a.Owner == world.LocalPlayer)
{
//if (a.traits.Contains<RenderRangeCircle>())
// world.WorldRenderer.DrawRangeCircle(Color.FromArgb(128, Color.Yellow),
// a.CenterLocation, (int)a.GetPrimaryWeapon().Range);
if (a.traits.Contains<DetectCloaked>())
world.WorldRenderer.DrawRangeCircle(Color.FromArgb(128, Color.LimeGreen),
a.CenterLocation, a.Info.Traits.Get<DetectCloakedInfo>().Range);
}
foreach (var t in a.traits.WithInterface<IRenderSelection>())
t.Render(a);
}
}

View File

@@ -1,48 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System.Linq;
namespace OpenRA.Traits
{
class DetectCloakedInfo : TraitInfo<DetectCloaked>
{
public readonly int Interval = 12; // ~.5s
public readonly float DecloakTime = 2f; // 2s
public readonly int Range = 5;
public readonly bool AffectOwnUnits = true;
}
class DetectCloaked : ITick
{
[Sync] int ticks;
public void Tick(Actor self)
{
if (--ticks <= 0)
{
var info = self.Info.Traits.Get<DetectCloakedInfo>();
ticks = info.Interval;
var toDecloak = self.World.FindUnitsInCircle(self.CenterLocation, info.Range * Game.CellSize)
.Where(a => a.traits.Contains<Cloak>());
if (!info.AffectOwnUnits)
toDecloak = toDecloak.Where(a => self.Owner.Stances[a.Owner] != Stance.Ally);
foreach (var a in toDecloak)
a.traits.Get<Cloak>().Decloak((int)(25 * info.DecloakTime));
}
}
}
class RenderRangeCircleInfo : TraitInfo<RenderRangeCircle> { }
class RenderRangeCircle { }
}

View File

@@ -166,6 +166,8 @@ namespace OpenRA.Traits
public interface IVictoryConditions { }
public interface IBlocksBullets { }
public interface IRenderSelection { void Render(Actor self); }
public struct Target // a target: either an actor, or a fixed location.
{
Actor actor;