121 lines
4.6 KiB
C#
121 lines
4.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Creates a building placement preview showing only the building footprint.")]
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public class FootprintPlaceBuildingPreviewInfo : TraitInfo<FootprintPlaceBuildingPreview>, IPlaceBuildingPreviewGeneratorInfo
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{
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[PaletteReference]
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[Desc("Palette to use for rendering the placement sprite.")]
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public readonly string Palette = TileSet.TerrainPaletteInternalName;
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[PaletteReference]
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[Desc("Palette to use for rendering the placement sprite for line build segments.")]
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public readonly string LineBuildSegmentPalette = TileSet.TerrainPaletteInternalName;
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protected virtual IPlaceBuildingPreview CreatePreview(WorldRenderer wr, ActorInfo ai, TypeDictionary init)
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{
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return new FootprintPlaceBuildingPreviewPreview(wr, ai, this, init);
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}
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IPlaceBuildingPreview IPlaceBuildingPreviewGeneratorInfo.CreatePreview(WorldRenderer wr, ActorInfo ai, TypeDictionary init)
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{
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return CreatePreview(wr, ai, init);
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}
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}
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public class FootprintPlaceBuildingPreview { }
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class FootprintPlaceBuildingPreviewPreview : IPlaceBuildingPreview
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{
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protected readonly ActorInfo actorInfo;
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protected readonly WVec centerOffset;
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readonly FootprintPlaceBuildingPreviewInfo info;
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readonly IPlaceBuildingDecorationInfo[] decorations;
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readonly int2 topLeftScreenOffset;
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readonly Sprite buildOk;
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readonly Sprite buildBlocked;
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public FootprintPlaceBuildingPreviewPreview(WorldRenderer wr, ActorInfo ai, FootprintPlaceBuildingPreviewInfo info, TypeDictionary init)
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{
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actorInfo = ai;
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this.info = info;
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decorations = actorInfo.TraitInfos<IPlaceBuildingDecorationInfo>().ToArray();
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var world = wr.World;
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centerOffset = actorInfo.TraitInfo<BuildingInfo>().CenterOffset(world);
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topLeftScreenOffset = -wr.ScreenPxOffset(centerOffset);
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var tileset = world.Map.Tileset.ToLowerInvariant();
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if (world.Map.Rules.Sequences.HasSequence("overlay", "build-valid-{0}".F(tileset)))
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buildOk = world.Map.Rules.Sequences.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
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else
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buildOk = world.Map.Rules.Sequences.GetSequence("overlay", "build-valid").GetSprite(0);
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buildBlocked = world.Map.Rules.Sequences.GetSequence("overlay", "build-invalid").GetSprite(0);
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}
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protected virtual void TickInner() { }
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protected IEnumerable<IRenderable> RenderFootprint(WorldRenderer wr, CPos topLeft, Dictionary<CPos, PlaceBuildingCellType> footprint,
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PlaceBuildingCellType filter = PlaceBuildingCellType.Invalid | PlaceBuildingCellType.Valid | PlaceBuildingCellType.LineBuild)
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{
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var cellPalette = wr.Palette(info.Palette);
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var linePalette = wr.Palette(info.LineBuildSegmentPalette);
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var topLeftPos = wr.World.Map.CenterOfCell(topLeft);
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foreach (var c in footprint)
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{
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if ((c.Value & filter) == 0)
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continue;
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var tile = !c.Value.HasFlag(PlaceBuildingCellType.Invalid) ? buildOk : buildBlocked;
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var pal = c.Value.HasFlag(PlaceBuildingCellType.LineBuild) ? linePalette : cellPalette;
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var pos = wr.World.Map.CenterOfCell(c.Key);
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var offset = new WVec(0, 0, topLeftPos.Z - pos.Z);
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yield return new SpriteRenderable(tile, pos, offset, -511, pal, 1f, true);
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}
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}
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protected IEnumerable<IRenderable> RenderDecorations(WorldRenderer wr, CPos topLeft)
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{
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var centerPosition = wr.World.Map.CenterOfCell(topLeft) + centerOffset;
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foreach (var d in decorations)
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foreach (var r in d.Render(wr, wr.World, actorInfo, centerPosition))
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yield return r;
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}
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protected virtual IEnumerable<IRenderable> RenderInner(WorldRenderer wr, CPos topLeft, Dictionary<CPos, PlaceBuildingCellType> footprint)
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{
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foreach (var r in RenderDecorations(wr, topLeft))
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yield return r;
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foreach (var r in RenderFootprint(wr, topLeft, footprint))
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yield return r;
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}
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IEnumerable<IRenderable> IPlaceBuildingPreview.Render(WorldRenderer wr, CPos topLeft, Dictionary<CPos, PlaceBuildingCellType> footprint)
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{
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return RenderInner(wr, topLeft, footprint);
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}
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void IPlaceBuildingPreview.Tick() { TickInner(); }
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int2 IPlaceBuildingPreview.TopLeftScreenOffset { get { return topLeftScreenOffset; } }
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}
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}
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