151 lines
4.1 KiB
C#
151 lines
4.1 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using OpenRa.Game.Orders;
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using System.Drawing;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Traits
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{
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class ChronoshiftDeploy : IOrder, ISpeedModifier, ITick, IPips, IPaletteModifier
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{
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// Recharge logic
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int chargeTick = 0; // How long until we can chronoshift again?
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int chargeLength = (int)(Rules.Aftermath.ChronoTankDuration * 60 * 25); // How long between shifts?
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// Screen fade logic
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int animationTick = 0;
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int animationLength = 10;
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bool animationStarted = false;
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public ChronoshiftDeploy(Actor self) { }
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public void Tick(Actor self)
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{
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if (chargeTick > 0)
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chargeTick--;
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if (animationStarted)
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{
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if (animationTick < animationLength)
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animationTick++;
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else
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animationStarted = false;
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}
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if (!animationStarted)
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{
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if (animationTick > 0)
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animationTick--;
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}
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Right && xy == self.Location && chargeTick <= 0)
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return new Order("Deploy", self, null, int2.Zero, null);
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return null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Deploy")
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{
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Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(self);
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return;
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}
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var movement = self.traits.WithInterface<IMovement>().FirstOrDefault();
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if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation))
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{
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Game.controller.CancelInputMode();
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self.CancelActivity();
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self.QueueActivity(new Activities.Teleport(order.TargetLocation));
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Sound.Play("chrotnk1.aud");
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chargeTick = chargeLength;
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animationStarted = true;
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}
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}
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public float GetSpeedModifier()
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{
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// ARGH! You must not do this, it will desync!
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return (Game.controller.orderGenerator is ChronoshiftDestinationOrderGenerator) ? 0f : 1f;
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}
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// Display 5 pips indicating the current charge status
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public IEnumerable<PipType> GetPips()
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{
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const int numPips = 5;
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for (int i = 0; i < numPips; i++)
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{
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if ((1 - chargeTick * 1.0f / chargeLength) * numPips < i + 1)
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{
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yield return PipType.Transparent;
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continue;
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}
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switch (i)
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{
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case 0:
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case 1:
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yield return PipType.Red;
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break;
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case 2:
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case 3:
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yield return PipType.Yellow;
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break;
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case 4:
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yield return PipType.Green;
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break;
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}
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}
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}
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public void AdjustPalette(Bitmap bmp)
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{
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if (!animationStarted && animationTick == 0)
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return;
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// saturation modifier
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var f = 1 - (animationTick * 1.0f / animationLength);
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using (var bitmapCopy = new Bitmap(bmp))
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for (int j = 0; j < (int)PaletteType.Chrome; j++)
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for (int i = 0; i < bmp.Width; i++)
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{
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var h = bitmapCopy.GetPixel(i, j).GetHue(); // 0-360
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var s = f * bitmapCopy.GetPixel(i, j).GetSaturation(); // 0-1.0
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var l = bitmapCopy.GetPixel(i, j).GetBrightness(); // 0-1.0
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var alpha = bitmapCopy.GetPixel(i, j).A;
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// Convert from HSL to RGB
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// Refactor me!
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var q = (l < 0.5f) ? l * (1 + s) : l + s - (l * s);
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var p = 2 * l - q;
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var hk = h / 360.0f;
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double[] trgb = { hk + 1 / 3.0f,
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hk,
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hk - 1/3.0f };
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double[] rgb = { 0, 0, 0 };
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for (int k = 0; k < 3; k++)
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{
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// mod doesn't seem to work right... do it manually
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while (trgb[k] < 0) trgb[k] += 1.0f;
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while (trgb[k] > 1) trgb[k] -= 1.0f;
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}
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for (int k = 0; k < 3; k++)
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{
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if (trgb[k] < 1 / 6.0f) { rgb[k] = (p + ((q - p) * 6 * trgb[k])); }
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else if (trgb[k] >= 1 / 6.0f && trgb[k] < 0.5) { rgb[k] = q; }
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else if (trgb[k] >= 0.5f && trgb[k] < 2.0f / 3) { rgb[k] = (p + ((q - p) * 6 * (2.0f / 3 - trgb[k]))); }
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else { rgb[k] = p; }
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}
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bmp.SetPixel(i, j, Color.FromArgb(alpha, (int)(rgb[0] * 255), (int)(rgb[1] * 255), (int)(rgb[2] * 255)));
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}
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}
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}
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}
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