using System; using System.Collections.Generic; using System.Linq; using System.Text; using IjwFramework.Types; using OpenRa.Graphics; using OpenRa.Traits; namespace OpenRa { public class Shroud { bool[,] explored = new bool[128, 128]; Sprite[] shadowBits = SpriteSheetBuilder.LoadAllSprites("shadow"); Sprite[,] sprites = new Sprite[128, 128]; bool dirty = true; bool hasGPS = false; Player owner; public Shroud(Player owner) { this.owner = owner; } float gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60); int[,] gapField = new int[128, 128]; bool[,] gapActive = new bool[128, 128]; public bool HasGPS { get { return hasGPS; } set { hasGPS = value; dirty = true;} } public void Tick( World world ) { // Clear active flags gapActive = new bool[128, 128]; foreach (var a in world.Actors.Where(a => a.traits.Contains() && owner != a.Owner)) { foreach (var t in a.traits.Get().GetShroudedTiles()) gapActive[t.X, t.Y] = true; } for (int j = 1; j < 127; j++) for (int i = 1; i < 127; i++) { if (gapField[i, j] > 0 && !gapActive[i, j]) { // Convert gap to shroud if (gapField[i, j] >= gapOpaqueTicks && explored[i, j]) explored[i, j] = false; // Clear gap gapField[i, j] = 0; dirty = true; } // Increase gap tick; rerender if necessary if (gapActive[i, j] && 0 == gapField[i, j]++) dirty = true; } } public bool IsExplored(int2 xy) { return IsExplored(xy.X, xy.Y); } public bool IsExplored(int x, int y) { if (gapField[ x, y ] >= Rules.General.GapRegenInterval * 25 * 60) return false; if (hasGPS) return true; return explored[ x, y ]; } public bool DisplayOnRadar(int x, int y) { // Active gap is never shown on radar, even if a unit is in range if (gapActive[x , y]) return false; return IsExplored(x,y); } public void Explore(World w, int2 center, int range) { foreach (var t in w.FindTilesInCircle(center, range)) { explored[t.X, t.Y] = true; gapField[t.X, t.Y] = 0; } dirty = true; } public void Explore(Actor a) { Explore(a.World, (1f / Game.CellSize * a.CenterLocation).ToInt2(), a.Info.Traits.Get().Sight); } static readonly byte[][] SpecialShroudTiles = { new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 }, new byte[] { 32, 32, 25, 25, 19, 19, 20, 20 }, new byte[] { 33, 33, 33, 33, 26, 26, 26, 26, 21, 21, 21, 21, 23, 23, 23, 23 }, new byte[] { 36, 36, 36, 36, 30, 30, 30, 30 }, new byte[] { 34, 16, 34, 16, 34, 16, 34, 16, 27, 22, 27, 22, 27, 22, 27, 22 }, new byte[] { 44 }, new byte[] { 37, 37, 37, 37, 37, 37, 37, 37, 31, 31, 31, 31, 31, 31, 31, 31 }, new byte[] { 40 }, new byte[] { 35, 24, 17, 18 }, new byte[] { 39, 39, 29, 29 }, new byte[] { 45 }, new byte[] { 43 }, new byte[] { 38, 28 }, new byte[] { 42 }, new byte[] { 41 }, new byte[] { 46 }, }; Sprite ChooseShroud(int i, int j) { if( !IsExplored( i, j ) ) return shadowBits[ 0xf ]; // bits are for unexploredness: up, right, down, left var v = 0; // bits are for unexploredness: TL, TR, BR, BL var u = 0; if( !IsExplored( i, j - 1 ) ) { v |= 1; u |= 3; } if( !IsExplored( i + 1, j ) ) { v |= 2; u |= 6; } if( !IsExplored( i, j + 1 ) ) { v |= 4; u |= 12; } if( !IsExplored( i - 1, j ) ) { v |= 8; u |= 9; } var uSides = u; if( !IsExplored( i - 1, j - 1 ) ) u |= 1; if( !IsExplored( i + 1, j - 1 ) ) u |= 2; if( !IsExplored( i + 1, j + 1 ) ) u |= 4; if( !IsExplored( i - 1, j + 1 ) ) u |= 8; return shadowBits[ SpecialShroudTiles[ u ^ uSides ][ v ] ]; } internal void Draw(SpriteRenderer r) { if (dirty) { dirty = false; for (int j = 1; j < 127; j++) for (int i = 1; i < 127; i++) sprites[i, j] = ChooseShroud(i, j); } for (var j = 1; j < 127; j++) { var starti = 1; for (var i = 1; i < 127; i++) { if (sprites[i, j] == shadowBits[0x0f]) continue; if (starti != i) { r.DrawSprite(sprites[starti,j], Game.CellSize * new float2(starti, j), PaletteType.Shroud, new float2(Game.CellSize * (i - starti), Game.CellSize)); starti = i+1; } r.DrawSprite(sprites[i, j], Game.CellSize * new float2(i, j), PaletteType.Shroud); starti = i+1; } if (starti < 127) r.DrawSprite(sprites[starti, j], Game.CellSize * new float2(starti, j), PaletteType.Shroud, new float2(Game.CellSize * (127 - starti), Game.CellSize)); } } } }