using System.Collections.Generic; using System.Linq; using OpenRa.Game.Orders; using System.Drawing; using OpenRa.Game.Graphics; namespace OpenRa.Game.Traits { class ChronoshiftDeploy : IOrder, ISpeedModifier, ITick, IPips, IPaletteModifier { // Recharge logic int chargeTick = 0; // How long until we can chronoshift again? int chargeLength = (int)(Rules.Aftermath.ChronoTankDuration * 60 * 25); // How long between shifts? // Screen fade logic int animationTick = 0; int animationLength = 10; bool animationStarted = false; public ChronoshiftDeploy(Actor self) { } public void Tick(Actor self) { if (chargeTick > 0) chargeTick--; if (animationStarted) { if (animationTick < animationLength) animationTick++; else animationStarted = false; } if (!animationStarted) { if (animationTick > 0) animationTick--; } } public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) { if (mi.Button == MouseButton.Right && xy == self.Location && chargeTick <= 0) return new Order("Deploy", self, null, int2.Zero, null); return null; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Deploy") { Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(self); return; } var movement = self.traits.WithInterface().FirstOrDefault(); if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation)) { Game.controller.CancelInputMode(); self.CancelActivity(); self.QueueActivity(new Activities.Teleport(order.TargetLocation)); Sound.Play("chrotnk1.aud"); chargeTick = chargeLength; animationStarted = true; } } public float GetSpeedModifier() { // ARGH! You must not do this, it will desync! return (Game.controller.orderGenerator is ChronoshiftDestinationOrderGenerator) ? 0f : 1f; } // Display 5 pips indicating the current charge status public IEnumerable GetPips() { const int numPips = 5; for (int i = 0; i < numPips; i++) { if ((1 - chargeTick * 1.0f / chargeLength) * numPips < i + 1) { yield return PipType.Transparent; continue; } switch (i) { case 0: case 1: yield return PipType.Red; break; case 2: case 3: yield return PipType.Yellow; break; case 4: yield return PipType.Green; break; } } } public void AdjustPalette(Bitmap bmp) { if (!animationStarted && animationTick == 0) return; // saturation modifier var f = 1 - (animationTick * 1.0f / animationLength); using (var bitmapCopy = new Bitmap(bmp)) for (int j = 0; j < (int)PaletteType.Chrome; j++) for (int i = 0; i < bmp.Width; i++) { var h = bitmapCopy.GetPixel(i, j).GetHue(); // 0-360 var s = f * bitmapCopy.GetPixel(i, j).GetSaturation(); // 0-1.0 var l = bitmapCopy.GetPixel(i, j).GetBrightness(); // 0-1.0 var alpha = bitmapCopy.GetPixel(i, j).A; // Convert from HSL to RGB // Refactor me! var q = (l < 0.5f) ? l * (1 + s) : l + s - (l * s); var p = 2 * l - q; var hk = h / 360.0f; double[] trgb = { hk + 1 / 3.0f, hk, hk - 1/3.0f }; double[] rgb = { 0, 0, 0 }; for (int k = 0; k < 3; k++) { // mod doesn't seem to work right... do it manually while (trgb[k] < 0) trgb[k] += 1.0f; while (trgb[k] > 1) trgb[k] -= 1.0f; } for (int k = 0; k < 3; k++) { if (trgb[k] < 1 / 6.0f) { rgb[k] = (p + ((q - p) * 6 * trgb[k])); } else if (trgb[k] >= 1 / 6.0f && trgb[k] < 0.5) { rgb[k] = q; } else if (trgb[k] >= 0.5f && trgb[k] < 2.0f / 3) { rgb[k] = (p + ((q - p) * 6 * (2.0f / 3 - trgb[k]))); } else { rgb[k] = p; } } bmp.SetPixel(i, j, Color.FromArgb(alpha, (int)(rgb[0] * 255), (int)(rgb[1] * 255), (int)(rgb[2] * 255))); } } } }