187 lines
5.0 KiB
C#
187 lines
5.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using IjwFramework.Types;
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using OpenRa.Graphics;
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using OpenRa.Traits;
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using OpenRa.FileFormats;
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namespace OpenRa
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{
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public class Shroud
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{
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bool[,] explored = new bool[128, 128];
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Sprite[] shadowBits = SpriteSheetBuilder.LoadAllSprites("shadow");
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Sprite[,] sprites = new Sprite[128, 128];
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bool dirty = true;
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bool hasGPS = false;
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Player owner;
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Map map;
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public Shroud(Player owner, Map map) { this.owner = owner; this.map = map; }
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float gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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int[,] gapField = new int[128, 128];
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bool[,] gapActive = new bool[128, 128];
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public bool HasGPS
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{
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get { return hasGPS; }
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set { hasGPS = value; dirty = true;}
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}
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public void Tick( World world )
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{
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// Clear active flags
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gapActive = new bool[128, 128];
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foreach (var a in world.Queries.WithTrait<GeneratesGap>().Where(a => owner != a.Actor.Owner))
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{
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foreach (var t in a.Trait.GetShroudedTiles())
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gapActive[t.X, t.Y] = true;
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}
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for (int j = 1; j < 127; j++)
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for (int i = 1; i < 127; i++)
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{
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if (gapField[i, j] > 0 && !gapActive[i, j])
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{
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// Convert gap to shroud
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if (gapField[i, j] >= gapOpaqueTicks && explored[i, j])
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explored[i, j] = false;
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// Clear gap
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gapField[i, j] = 0;
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dirty = true;
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}
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// Increase gap tick; rerender if necessary
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if (gapActive[i, j] && 0 == gapField[i, j]++)
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dirty = true;
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}
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}
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public bool IsExplored(int2 xy) { return IsExplored(xy.X, xy.Y); }
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public bool IsExplored(int x, int y)
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{
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if (gapField[ x, y ] >= Rules.General.GapRegenInterval * 25 * 60)
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return false;
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if (hasGPS)
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return true;
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return explored[ x, y ];
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}
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public bool DisplayOnRadar(int x, int y)
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{
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// Active gap is never shown on radar, even if a unit is in range
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if (gapActive[x , y])
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return false;
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return IsExplored(x,y);
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}
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public void Explore(World w, int2 center, int range)
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{
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foreach (var t in w.FindTilesInCircle(center, range))
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{
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explored[t.X, t.Y] = true;
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gapField[t.X, t.Y] = 0;
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}
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dirty = true;
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}
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public void Explore(Actor a)
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{
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Explore(a.World,
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(1f / Game.CellSize * a.CenterLocation).ToInt2(),
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a.Info.Traits.Get<OwnedActorInfo>().Sight);
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}
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static readonly byte[][] SpecialShroudTiles =
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{
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new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 },
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new byte[] { 32, 32, 25, 25, 19, 19, 20, 20 },
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new byte[] { 33, 33, 33, 33, 26, 26, 26, 26, 21, 21, 21, 21, 23, 23, 23, 23 },
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new byte[] { 36, 36, 36, 36, 30, 30, 30, 30 },
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new byte[] { 34, 16, 34, 16, 34, 16, 34, 16, 27, 22, 27, 22, 27, 22, 27, 22 },
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new byte[] { 44 },
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new byte[] { 37, 37, 37, 37, 37, 37, 37, 37, 31, 31, 31, 31, 31, 31, 31, 31 },
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new byte[] { 40 },
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new byte[] { 35, 24, 17, 18 },
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new byte[] { 39, 39, 29, 29 },
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new byte[] { 45 },
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new byte[] { 43 },
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new byte[] { 38, 28 },
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new byte[] { 42 },
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new byte[] { 41 },
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new byte[] { 46 },
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};
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Sprite ChooseShroud(int i, int j)
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{
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if( !IsExplored( i, j ) ) return shadowBits[ 0xf ];
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// bits are for unexploredness: up, right, down, left
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var v = 0;
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// bits are for unexploredness: TL, TR, BR, BL
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var u = 0;
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if( !IsExplored( i, j - 1 ) ) { v |= 1; u |= 3; }
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if( !IsExplored( i + 1, j ) ) { v |= 2; u |= 6; }
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if( !IsExplored( i, j + 1 ) ) { v |= 4; u |= 12; }
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if( !IsExplored( i - 1, j ) ) { v |= 8; u |= 9; }
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var uSides = u;
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if( !IsExplored( i - 1, j - 1 ) ) u |= 1;
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if( !IsExplored( i + 1, j - 1 ) ) u |= 2;
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if( !IsExplored( i + 1, j + 1 ) ) u |= 4;
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if( !IsExplored( i - 1, j + 1 ) ) u |= 8;
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return shadowBits[ SpecialShroudTiles[ u ^ uSides ][ v ] ];
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}
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internal void Draw(SpriteRenderer r)
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{
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if (dirty)
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{
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dirty = false;
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for (int j = map.YOffset; j < map.YOffset + map.Height; j++)
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for (int i = map.XOffset; i < map.XOffset + map.Width; i++)
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sprites[i, j] = ChooseShroud(i, j);
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}
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for (var j = map.YOffset; j < map.YOffset + map.Height; j++)
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{
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var starti = map.XOffset;
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for (var i = map.XOffset; i < map.XOffset + map.Width; i++)
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{
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if (sprites[i, j] == shadowBits[0x0f])
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continue;
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if (starti != i)
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{
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r.DrawSprite(sprites[starti,j],
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Game.CellSize * new float2(starti, j),
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PaletteType.Shroud,
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new float2(Game.CellSize * (i - starti), Game.CellSize));
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starti = i+1;
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}
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r.DrawSprite(sprites[i, j],
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Game.CellSize * new float2(i, j),
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PaletteType.Shroud);
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starti = i+1;
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}
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if (starti < map.XOffset + map.Width)
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r.DrawSprite(sprites[starti, j],
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Game.CellSize * new float2(starti, j),
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PaletteType.Shroud,
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new float2(Game.CellSize * (map.XOffset + map.Width - starti), Game.CellSize));
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}
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}
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}
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}
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