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

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@@ -0,0 +1,47 @@
#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;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
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));
}
}
}
}

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@@ -80,6 +80,7 @@
<Compile Include="AttackBase.cs" />
<Compile Include="Combat.cs" />
<Compile Include="ConstructionYard.cs" />
<Compile Include="DetectCloaked.cs" />
<Compile Include="Effects\Bullet.cs" />
<Compile Include="Effects\Explosion.cs" />
<Compile Include="Effects\GravityBomb.cs" />
@@ -91,6 +92,8 @@
<Compile Include="LimitedAmmo.cs" />
<Compile Include="Player\ActorGroupProxy.cs" />
<Compile Include="Aircraft.cs" />
<Compile Include="RenderDetectionCircle.cs" />
<Compile Include="RenderRangeCircle.cs" />
<Compile Include="Render\RenderBuilding.cs" />
<Compile Include="Render\RenderBuildingTurreted.cs" />
<Compile Include="Render\RenderUnit.cs" />
@@ -232,6 +235,9 @@
<Name>OpenRA.Game</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Folder Include="Chrome\" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
@@ -246,8 +252,4 @@ copy "$(TargetPath)" "$(SolutionDir)mods/ra/"
cd "$(SolutionDir)"
ralint ra</PostBuildEvent>
</PropertyGroup>
<ItemGroup>
<Folder Include="Widgets\" />
<Folder Include="Widgets\Delegates\" />
</ItemGroup>
</Project>

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@@ -0,0 +1,26 @@
#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.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class RenderDetectionCircleInfo : TraitInfo<RenderDetectionCircle> { }
class RenderDetectionCircle : IRenderSelection
{
public void Render(Actor self)
{
self.World.WorldRenderer.DrawRangeCircle(
Color.FromArgb(128, Color.LimeGreen),
self.CenterLocation, self.Info.Traits.Get<DetectCloakedInfo>().Range);
}
}
}

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@@ -0,0 +1,26 @@
#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.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class RenderRangeCircleInfo : TraitInfo<RenderRangeCircle> { }
class RenderRangeCircle : IRenderSelection
{
public void Render(Actor self)
{
self.World.WorldRenderer.DrawRangeCircle(
Color.FromArgb(128, Color.Yellow),
self.CenterLocation, (int)self.GetPrimaryWeapon().Range);
}
}
}