Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/FootprintPlaceBuildingPreview.cs
2022-04-01 23:30:26 +02:00

135 lines
5.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Orders;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Creates a building placement preview showing only the building footprint.")]
public class FootprintPlaceBuildingPreviewInfo : TraitInfo<FootprintPlaceBuildingPreview>, IPlaceBuildingPreviewGeneratorInfo
{
[PaletteReference]
[Desc("Palette to use for rendering the placement sprite.")]
public readonly string Palette = TileSet.TerrainPaletteInternalName;
[Desc("Custom opacity to apply to the placement sprite.")]
public readonly float FootprintAlpha = 1f;
[Desc("Custom opacity to apply to the line-build placement sprite.")]
public readonly float LineBuildFootprintAlpha = 1f;
protected virtual IPlaceBuildingPreview CreatePreview(WorldRenderer wr, ActorInfo ai, TypeDictionary init)
{
return new FootprintPlaceBuildingPreviewPreview(wr, ai, this);
}
IPlaceBuildingPreview IPlaceBuildingPreviewGeneratorInfo.CreatePreview(WorldRenderer wr, ActorInfo ai, TypeDictionary init)
{
return CreatePreview(wr, ai, init);
}
}
public class FootprintPlaceBuildingPreview { }
public class FootprintPlaceBuildingPreviewPreview : IPlaceBuildingPreview
{
protected readonly ActorInfo ActorInfo;
protected readonly WVec CenterOffset;
readonly FootprintPlaceBuildingPreviewInfo info;
readonly IPlaceBuildingDecorationInfo[] decorations;
readonly int2 topLeftScreenOffset;
readonly Sprite validTile, blockedTile;
readonly float validAlpha, blockedAlpha;
public FootprintPlaceBuildingPreviewPreview(WorldRenderer wr, ActorInfo ai, FootprintPlaceBuildingPreviewInfo info)
{
ActorInfo = ai;
this.info = info;
decorations = ActorInfo.TraitInfos<IPlaceBuildingDecorationInfo>().ToArray();
var world = wr.World;
CenterOffset = ActorInfo.TraitInfo<BuildingInfo>().CenterOffset(world);
topLeftScreenOffset = -wr.ScreenPxOffset(CenterOffset);
var tileset = world.Map.Tileset.ToLowerInvariant();
if (world.Map.Rules.Sequences.HasSequence("overlay", $"build-valid-{tileset}"))
{
var validSequence = world.Map.Rules.Sequences.GetSequence("overlay", $"build-valid-{tileset}");
validTile = validSequence.GetSprite(0);
validAlpha = validSequence.GetAlpha(0);
}
else
{
var validSequence = world.Map.Rules.Sequences.GetSequence("overlay", "build-valid");
validTile = validSequence.GetSprite(0);
validAlpha = validSequence.GetAlpha(0);
}
var blockedSequence = world.Map.Rules.Sequences.GetSequence("overlay", "build-invalid");
blockedTile = blockedSequence.GetSprite(0);
blockedAlpha = blockedSequence.GetAlpha(0);
}
protected virtual void TickInner() { }
protected virtual IEnumerable<IRenderable> RenderFootprint(WorldRenderer wr, CPos topLeft, Dictionary<CPos, PlaceBuildingCellType> footprint,
PlaceBuildingCellType filter = PlaceBuildingCellType.Invalid | PlaceBuildingCellType.Valid | PlaceBuildingCellType.LineBuild)
{
var palette = wr.Palette(info.Palette);
var topLeftPos = wr.World.Map.CenterOfCell(topLeft);
foreach (var c in footprint)
{
if ((c.Value & filter) == 0)
continue;
var tile = (c.Value & PlaceBuildingCellType.Invalid) != 0 ? blockedTile : validTile;
var sequenceAlpha = (c.Value & PlaceBuildingCellType.Invalid) != 0 ? blockedAlpha : validAlpha;
var pos = wr.World.Map.CenterOfCell(c.Key);
var offset = new WVec(0, 0, topLeftPos.Z - pos.Z);
var traitAlpha = (c.Value & PlaceBuildingCellType.LineBuild) != 0 ? info.LineBuildFootprintAlpha : info.FootprintAlpha;
yield return new SpriteRenderable(tile, pos, offset, -511, palette, 1f, sequenceAlpha * traitAlpha, float3.Ones, TintModifiers.IgnoreWorldTint, true);
}
}
protected virtual IEnumerable<IRenderable> RenderAnnotations(WorldRenderer wr, CPos topLeft)
{
var centerPosition = wr.World.Map.CenterOfCell(topLeft) + CenterOffset;
foreach (var d in decorations)
foreach (var r in d.RenderAnnotations(wr, wr.World, ActorInfo, centerPosition))
yield return r;
}
protected virtual IEnumerable<IRenderable> RenderInner(WorldRenderer wr, CPos topLeft, Dictionary<CPos, PlaceBuildingCellType> footprint)
{
return RenderFootprint(wr, topLeft, footprint);
}
IEnumerable<IRenderable> IPlaceBuildingPreview.Render(WorldRenderer wr, CPos topLeft, Dictionary<CPos, PlaceBuildingCellType> footprint)
{
return RenderInner(wr, topLeft, footprint);
}
IEnumerable<IRenderable> IPlaceBuildingPreview.RenderAnnotations(WorldRenderer wr, CPos topLeft)
{
return RenderAnnotations(wr, topLeft);
}
void IPlaceBuildingPreview.Tick() { TickInner(); }
int2 IPlaceBuildingPreview.TopLeftScreenOffset => topLeftScreenOffset;
}
}