Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/BaseProvider.cs
penev92 1e9535b63a Move more files
Move VoxelNormalsPalette to TS
2014-12-14 15:39:38 +02:00

99 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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. 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 int Range = 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, IPostRenderSelection, ISelectionBar
{
public readonly BaseProviderInfo Info;
DeveloperMode devMode;
Actor self;
int total;
int progress;
public BaseProvider(Actor self, BaseProviderInfo info)
{
Info = info;
this.self = self;
devMode = self.Owner.PlayerActor.Trait<DeveloperMode>();
progress = total = info.InitialDelay;
}
public void Tick(Actor self)
{
if (progress > 0)
progress--;
}
public void BeginCooldown()
{
progress = total = Info.Cooldown;
}
public bool Ready()
{
return devMode.FastBuild || progress == 0;
}
bool ValidRenderPlayer()
{
var allyBuildRadius = self.World.LobbyInfo.GlobalSettings.AllyBuildRadius;
return self.Owner == self.World.RenderPlayer || (allyBuildRadius && self.Owner.IsAlliedWith(self.World.RenderPlayer));
}
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
{
// Visible to player and allies
if (!ValidRenderPlayer())
yield break;
yield return new RangeCircleRenderable(
self.CenterPosition,
WRange.FromCells(Info.Range),
0,
Color.FromArgb(128, Ready() ? Color.White : Color.Red),
Color.FromArgb(96, Color.Black)
);
}
// Selection bar
public float 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;
}
public Color GetColor() { return Color.Purple; }
}
}