#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.Render { public enum RangeCircleVisibility { Always, WhenSelected } [Desc("Renders an arbitrary circle when selected or placing a structure")] class WithRangeCircleInfo : ITraitInfo, IPlaceBuildingDecorationInfo { [Desc("Type of range circle. used to decide which circles to draw on other structures during building placement.")] public readonly string Type = null; [Desc("Color of the circle")] public readonly Color Color = Color.FromArgb(128, Color.White); [Desc("If set, the color of the owning player will be used instead of `Color`.")] public readonly bool UsePlayerColor = false; [Desc("Stances of players which will be able to see the circle.", "Valid values are combinations of `None`, `Ally`, `Enemy` and `Neutral`.")] public readonly Stance ValidStances = Stance.Ally; [Desc("When to show the range circle. Valid values are `Always`, and `WhenSelected`")] public readonly RangeCircleVisibility Visible = RangeCircleVisibility.WhenSelected; [Desc("Range of the circle")] public readonly WDist Range = WDist.Zero; public IEnumerable Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition) { yield return new RangeCircleRenderable( centerPosition, Range, 0, Color, Color.FromArgb(96, Color.Black)); foreach (var a in w.ActorsWithTrait()) if (a.Trait.Info.Type == Type) foreach (var r in a.Trait.RenderRangeCircle(a.Actor, wr)) yield return r; } public object Create(ActorInitializer init) { return new WithRangeCircle(init.Self, this); } } class WithRangeCircle : IRenderAboveShroudWhenSelected, IRenderAboveWorld { public readonly WithRangeCircleInfo Info; readonly Actor self; public WithRangeCircle(Actor self, WithRangeCircleInfo info) { this.self = self; Info = info; } bool Visible { get { var p = self.World.RenderPlayer; return p == null || Info.ValidStances.HasStance(self.Owner.Stances[p]) || (p.Spectating && !p.NonCombatant); } } public IEnumerable RenderRangeCircle(Actor self, WorldRenderer wr) { if (Info.Visible == RangeCircleVisibility.WhenSelected && Visible) yield return new RangeCircleRenderable( self.CenterPosition, Info.Range, 0, Info.UsePlayerColor ? self.Owner.Color.RGB : Info.Color, Color.FromArgb(96, Color.Black)); yield break; } IEnumerable IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr) { return RenderRangeCircle(self, wr); } void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr) { if (Info.Visible == RangeCircleVisibility.Always && Visible) RangeCircleRenderable.DrawRangeCircle( wr, self.CenterPosition, Info.Range, 1, Info.UsePlayerColor ? self.Owner.Color.RGB : Info.Color, 3, Color.FromArgb(96, Color.Black)); } } }