258 lines
7.8 KiB
C#
Executable File
258 lines
7.8 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2010 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. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Effects;
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/*
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namespace OpenRA.Mods.RA
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{
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class ChronoshiftPowerInfo : SupportPowerInfo
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{
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public readonly int Range = 1; // Range in cells
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public readonly int Duration = 30; // Seconds
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public readonly bool KillCargo = true;
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public override object Create(ActorInitializer init) { return new ChronoshiftPower(init.self,this); }
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}
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class ChronoshiftPower : SupportPower, IResolveOrder
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{
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public ChronoshiftPower(Actor self, ChronoshiftPowerInfo info) : base(self, info) { }
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protected override void OnActivate() { Self.World.OrderGenerator = new SelectTarget(this); }
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public void ResolveOrder(Actor self, Order order)
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{
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if (!IsReady) return;
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if (order.OrderString == "Chronoshift")
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{
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var chronosphere = self.World.Queries
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.OwnedBy[self.Owner]
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.WithTrait<Chronosphere>()
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.Select(x => x.Actor).FirstOrDefault();
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if (chronosphere != null)
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chronosphere.Trait<RenderBuilding>().PlayCustomAnim(chronosphere, "active");
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// Trigger screen desaturate effect
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foreach (var a in self.World.Queries.WithTrait<ChronoshiftPaletteEffect>())
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a.Trait.Enable();
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Sound.Play("chrono2.aud", Game.CellSize * order.TargetLocation);
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Sound.Play("chrono2.aud", Game.CellSize * order.ExtraLocation);
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var targets = UnitsInRange(order.ExtraLocation);
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foreach (var target in targets)
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{
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var cs = target.Trait<Chronoshiftable>();
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var targetCell = target.Location + order.TargetLocation - order.ExtraLocation;
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if (cs.CanChronoshiftTo(target, targetCell))
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target.Trait<Chronoshiftable>().Teleport(target,
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targetCell,
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(Info as ChronoshiftPowerInfo).Duration * 25,
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(Info as ChronoshiftPowerInfo).KillCargo,
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chronosphere);
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}
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FinishActivate();
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}
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}
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public IEnumerable<Actor> UnitsInRange(int2 xy)
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{
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int range = (Info as ChronoshiftPowerInfo).Range;
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var uim = Self.World.WorldActor.Trait<UnitInfluence>();
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var tiles = Self.World.FindTilesInCircle(xy, range);
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var units = new List<Actor>();
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foreach (var t in tiles)
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units.AddRange(uim.GetUnitsAt(t));
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return units.Distinct().Where(a => a.HasTrait<Chronoshiftable>());
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}
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class SelectTarget : IOrderGenerator
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{
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ChronoshiftPower power;
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int range;
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Sprite tile;
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public SelectTarget(ChronoshiftPower power)
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{
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this.power = power;
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this.range = (power.Info as ChronoshiftPowerInfo).Range;
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tile = UiOverlay.SynthesizeTile(0x04);
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}
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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world.CancelInputMode();
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else
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world.OrderGenerator = new SelectDestination(power, xy);
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yield break;
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}
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public void Tick( World world )
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{
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var hasChronosphere = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<Chronosphere>()
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.Any();
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if (!hasChronosphere)
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world.CancelInputMode();
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}
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public void RenderAfterWorld(WorldRenderer wr, World world)
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{
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var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
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var targetUnits = power.UnitsInRange(xy);
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foreach (var unit in targetUnits)
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wr.DrawSelectionBox(unit, Color.Red);
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}
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public void RenderBeforeWorld(WorldRenderer wr, World world)
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{
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var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
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var tiles = world.FindTilesInCircle(xy, range);
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foreach (var t in tiles)
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tile.DrawAt( wr, Game.CellSize * t, "terrain" );
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}
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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return "chrono-select";
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}
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}
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class SelectDestination : IOrderGenerator
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{
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ChronoshiftPower power;
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int2 sourceLocation;
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int range;
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Sprite validTile, invalidTile, sourceTile;
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public SelectDestination(ChronoshiftPower power, int2 sourceLocation)
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{
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this.power = power;
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this.sourceLocation = sourceLocation;
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this.range = (power.Info as ChronoshiftPowerInfo).Range;
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validTile = UiOverlay.SynthesizeTile(0x0f);
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invalidTile = UiOverlay.SynthesizeTile(0x08);
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sourceTile = UiOverlay.SynthesizeTile(0x04);
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}
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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{
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world.CancelInputMode();
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yield break;
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}
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var ret = OrderInner( world, xy, mi ).FirstOrDefault();
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if (ret == null)
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yield break;
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world.CancelInputMode();
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yield return ret;
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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// Cannot chronoshift into unexplored location
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if (isValidTarget(xy))
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yield return new Order("Chronoshift", world.LocalPlayer.PlayerActor, false)
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{
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TargetLocation = xy,
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ExtraLocation = sourceLocation
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};
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}
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public void Tick(World world)
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{
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var hasChronosphere = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<Chronosphere>()
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.Any();
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if (!hasChronosphere)
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world.CancelInputMode();
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}
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public void RenderAfterWorld(WorldRenderer wr, World world)
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{
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foreach (var unit in power.UnitsInRange(sourceLocation))
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wr.DrawSelectionBox(unit, Color.Red);
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}
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public void RenderBeforeWorld(WorldRenderer wr, World world)
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{
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var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
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// Source tiles
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foreach (var t in world.FindTilesInCircle(sourceLocation, range))
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sourceTile.DrawAt( wr, Game.CellSize * t, "terrain" );
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// Destination tiles
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foreach (var t in world.FindTilesInCircle(xy, range))
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sourceTile.DrawAt( wr, Game.CellSize * t, "terrain" );
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// Unit previews
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foreach (var unit in power.UnitsInRange(sourceLocation))
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{
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var targetCell = unit.Location + xy - sourceLocation;
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foreach (var r in unit.Render())
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r.Sprite.DrawAt(r.Pos - Traits.Util.CenterOfCell(unit.Location) + Traits.Util.CenterOfCell(targetCell),
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wr.GetPaletteIndex(r.Palette ?? unit.Owner.Palette),
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r.Scale*r.Sprite.size);
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}
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// Unit tiles
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foreach (var unit in power.UnitsInRange(sourceLocation))
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{
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var targetCell = unit.Location + xy - sourceLocation;
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var canEnter = unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit,targetCell);
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var tile = canEnter ? validTile : invalidTile;
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tile.DrawAt( wr, Game.CellSize * targetCell, "terrain" );
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}
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}
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bool isValidTarget(int2 xy)
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{
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var canTeleport = false;
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foreach (var unit in power.UnitsInRange(sourceLocation))
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{
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var targetCell = unit.Location + xy - sourceLocation;
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if (unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit,targetCell))
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{
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canTeleport = true;
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break;
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}
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}
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return canTeleport;
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}
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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return isValidTarget(xy) ? "chrono-target" : "move-blocked";
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}
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}
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}
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// tag trait for the building
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class ChronosphereInfo : TraitInfo<Chronosphere> {}
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class Chronosphere {}
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}
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*/ |