Files
OpenRA/OpenRA.Mods.RA/Cloak.cs
Paul Chote 656476991f Replace ColorRamp with HSLColor everywhere.
Fixes:
* Nuclear-purple color exploit.
* #3247.
* Removes a bunch of unnecessary color conversions every frame.

Caveats:
* The ramp range is now defined on the palette, so ramps can no longer be set per-player (may impact maps which define custom colors).
* It's no longer possible to perfectly recreate the original WW color ramps (I doubt we care).
* The old ColorRamp setting isn't migrated, so players will lose their color settings.
2013-05-10 19:23:30 +12:00

120 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class CloakInfo : ITraitInfo
{
public int InitialDelay = 10; // Ticks
public int CloakDelay = 30; // Ticks
public string CloakSound = "subshow1.aud";
public string UncloakSound = "subshow1.aud";
public readonly string Palette = "cloak";
public readonly bool UncloakOnMove = false;
public object Create(ActorInitializer init) { return new Cloak(init.self, this); }
}
public class Cloak : IRenderModifier, INotifyDamageStateChanged, INotifyAttack, ITick, IVisibilityModifier, IRadarColorModifier, ISync
{
[Sync] int remainingTime;
[Sync] bool canCloak = true;
Actor self;
CloakInfo info;
CPos? lastPos;
public Cloak(Actor self, CloakInfo info)
{
this.info = info;
this.self = self;
remainingTime = info.InitialDelay;
}
public void Uncloak() { Uncloak(info.CloakDelay); }
public void Uncloak(int time)
{
if (Cloaked)
Sound.Play(info.UncloakSound, self.CenterLocation);
remainingTime = Math.Max(remainingTime, time);
}
public void Attacking(Actor self, Target target) { Uncloak(); }
public bool Cloaked { get { return remainingTime <= 0; } }
public void DamageStateChanged(Actor self, AttackInfo e)
{
canCloak = (e.DamageState < DamageState.Critical);
if (!canCloak) Uncloak();
}
static readonly Renderable[] Nothing = { };
public IEnumerable<Renderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r)
{
if (remainingTime > 0)
return r;
if (Cloaked && IsVisible(self, self.World.RenderPlayer))
if (string.IsNullOrEmpty(info.Palette))
return r;
else
return r.Select(a => a.WithPalette(wr.Palette(info.Palette)));
else
return Nothing;
}
public void Tick(Actor self)
{
if (remainingTime > 0 && canCloak)
if (--remainingTime <= 0)
Sound.Play(info.CloakSound, self.CenterLocation);
if (self.IsDisabled())
Uncloak();
if (info.UncloakOnMove && (lastPos == null || lastPos.Value != self.Location))
{
Uncloak();
lastPos = self.Location;
}
}
public bool IsVisible(Actor self, Player byPlayer)
{
if (!Cloaked || self.Owner.IsAlliedWith(byPlayer))
return true;
// TODO: Change this to be per-player? A cloak detector revealing to everyone is dumb
return self.World.ActorsWithTrait<DetectCloaked>().Any(a =>
a.Actor.Owner.Stances[self.Owner] != Stance.Ally &&
(self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get<DetectCloakedInfo>().Range);
}
public Color RadarColorOverride(Actor self)
{
var c = self.Owner.Color.RGB;
if (self.Owner == self.World.LocalPlayer && Cloaked)
c = Color.FromArgb(128, c);
return c;
}
}
}