#region Copyright & License Information /* * Copyright 2007-2016 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using System.Drawing; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Limits the zone where buildings can be constructed to a radius around this actor.")] public class BaseProviderInfo : ITraitInfo { public readonly WDist Range = WDist.FromCells(10); public readonly int Cooldown = 0; public readonly int InitialDelay = 0; public object Create(ActorInitializer init) { return new BaseProvider(init.Self, this); } } public class BaseProvider : ITick, IRenderAboveShroudWhenSelected, ISelectionBar { public readonly BaseProviderInfo Info; readonly DeveloperMode devMode; readonly Actor self; int total; int progress; bool allyBuildEnabled; public BaseProvider(Actor self, BaseProviderInfo info) { Info = info; this.self = self; devMode = self.Owner.PlayerActor.Trait(); progress = total = info.InitialDelay; allyBuildEnabled = self.World.WorldActor.Trait().AllyBuildRadiusEnabled; } void ITick.Tick(Actor self) { if (progress > 0) progress--; } public void BeginCooldown() { progress = total = Info.Cooldown; } public bool Ready() { return devMode.FastBuild || progress == 0; } bool ValidRenderPlayer() { return self.Owner == self.World.RenderPlayer || (allyBuildEnabled && self.Owner.IsAlliedWith(self.World.RenderPlayer)); } public IEnumerable RangeCircleRenderables(WorldRenderer wr) { // Visible to player and allies if (!ValidRenderPlayer()) yield break; yield return new RangeCircleRenderable( self.CenterPosition, Info.Range, 0, Color.FromArgb(128, Ready() ? Color.White : Color.Red), Color.FromArgb(96, Color.Black)); } IEnumerable IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr) { return RangeCircleRenderables(wr); } float ISelectionBar.GetValue() { // Visible to player and allies if (!ValidRenderPlayer()) return 0f; // Ready or delay disabled if (progress == 0 || total == 0 || devMode.FastBuild) return 0f; return (float)progress / total; } Color ISelectionBar.GetColor() { return Color.Purple; } bool ISelectionBar.DisplayWhenEmpty { get { return false; } } } }