Files
OpenRA/OpenRA.Game/Traits/Selectable.cs
2014-03-16 19:37:45 -06:00

195 lines
5.5 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.Drawing;
using System.Linq;
using OpenRA.Graphics;
namespace OpenRA.Traits
{
public class SelectableInfo : ITraitInfo
{
public readonly bool Selectable = true;
public readonly int Priority = 10;
public readonly int[] Bounds = null;
[VoiceReference] public readonly string Voice = null;
public object Create(ActorInitializer init) { return new Selectable(init.self, this); }
}
public class Selectable : IPostRenderSelection
{
public SelectableInfo Info;
Actor self;
public Selectable(Actor self, SelectableInfo info)
{
this.self = self;
Info = info;
}
public void RenderAfterWorld(WorldRenderer wr)
{
if (!Info.Selectable)
return;
var pos = wr.ScreenPxPosition(self.CenterPosition);
var bounds = self.Bounds.Value;
bounds.Offset(pos.X, pos.Y);
var xy = new float2(bounds.Left, bounds.Top);
var Xy = new float2(bounds.Right, bounds.Top);
wr.DrawSelectionBox(self, Color.White);
DrawHealthBar(wr, xy, Xy);
DrawExtraBars(wr, xy, Xy);
DrawUnitPath(wr);
}
public void DrawRollover(WorldRenderer wr)
{
if (!Info.Selectable)
return;
var pos = wr.ScreenPxPosition(self.CenterPosition);
var bounds = self.Bounds.Value;
bounds.Offset(pos.X, pos.Y);
var xy = new float2(bounds.Left, bounds.Top);
var Xy = new float2(bounds.Right, bounds.Top);
DrawHealthBar(wr, xy, Xy);
DrawExtraBars(wr, xy, Xy);
}
void DrawExtraBars(WorldRenderer wr, float2 xy, float2 Xy)
{
foreach (var extraBar in self.TraitsImplementing<ISelectionBar>())
{
var value = extraBar.GetValue();
if (value != 0)
{
xy.Y += (int)(4 / wr.Viewport.Zoom);
Xy.Y += (int)(4 / wr.Viewport.Zoom);
DrawSelectionBar(wr, xy, Xy, extraBar.GetValue(), extraBar.GetColor());
}
}
}
void DrawSelectionBar(WorldRenderer wr, float2 xy, float2 Xy, float value, Color barColor)
{
if (!self.IsInWorld)
return;
var health = self.TraitOrDefault<Health>();
if (health == null || health.IsDead) return;
var c = Color.FromArgb(128, 30, 30, 30);
var c2 = Color.FromArgb(128, 10, 10, 10);
var p = new float2(0, -4 / wr.Viewport.Zoom);
var q = new float2(0, -3 / wr.Viewport.Zoom);
var r = new float2(0, -2 / wr.Viewport.Zoom);
var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
var z = float2.Lerp(xy, Xy, value);
var wlr = Game.Renderer.WorldLineRenderer;
wlr.DrawLine(xy + p, Xy + p, c, c);
wlr.DrawLine(xy + q, Xy + q, c2, c2);
wlr.DrawLine(xy + r, Xy + r, c, c);
wlr.DrawLine(xy + p, z + p, barColor2, barColor2);
wlr.DrawLine(xy + q, z + q, barColor, barColor);
wlr.DrawLine(xy + r, z + r, barColor2, barColor2);
}
void DrawHealthBar(WorldRenderer wr, float2 xy, float2 Xy)
{
if (!self.IsInWorld) return;
var health = self.TraitOrDefault<Health>();
if (health == null || health.IsDead) return;
var c = Color.FromArgb(128, 30, 30, 30);
var c2 = Color.FromArgb(128, 10, 10, 10);
var p = new float2(0, -4 / wr.Viewport.Zoom);
var q = new float2(0, -3 / wr.Viewport.Zoom);
var r = new float2(0, -2 / wr.Viewport.Zoom);
var healthColor = GetHealthColor(health);
var healthColor2 = Color.FromArgb(
255,
healthColor.R / 2,
healthColor.G / 2,
healthColor.B / 2);
var z = float2.Lerp(xy, Xy, (float)health.HP / health.MaxHP);
var wlr = Game.Renderer.WorldLineRenderer;
wlr.DrawLine(xy + p, Xy + p, c, c);
wlr.DrawLine(xy + q, Xy + q, c2, c2);
wlr.DrawLine(xy + r, Xy + r, c, c);
wlr.DrawLine(xy + p, z + p, healthColor2, healthColor2);
wlr.DrawLine(xy + q, z + q, healthColor, healthColor);
wlr.DrawLine(xy + r, z + r, healthColor2, healthColor2);
if (health.DisplayHp != health.HP)
{
var deltaColor = Color.OrangeRed;
var deltaColor2 = Color.FromArgb(
255,
deltaColor.R / 2,
deltaColor.G / 2,
deltaColor.B / 2);
var zz = float2.Lerp(xy, Xy, (float)health.DisplayHp / health.MaxHP);
wlr.DrawLine(z + p, zz + p, deltaColor2, deltaColor2);
wlr.DrawLine(z + q, zz + q, deltaColor, deltaColor);
wlr.DrawLine(z + r, zz + r, deltaColor2, deltaColor2);
}
}
void DrawUnitPath(WorldRenderer wr)
{
if (self.World.LocalPlayer == null || !self.World.LocalPlayer.PlayerActor.Trait<DeveloperMode>().PathDebug)
return;
var activity = self.GetCurrentActivity();
if (activity != null)
{
var targets = activity.GetTargets(self);
var start = wr.ScreenPxPosition(self.CenterPosition);
var c = Color.Green;
foreach (var stp in targets.Where(t => t.Type != TargetType.Invalid).Select(pos => wr.ScreenPxPosition(pos.CenterPosition)))
{
Game.Renderer.WorldLineRenderer.DrawLine(start, stp, c, c);
wr.DrawTargetMarker(c, stp);
start = stp;
}
}
}
Color GetHealthColor(Health health)
{
if (Game.Settings.Game.TeamHealthColors)
{
var isAlly = self.Owner.IsAlliedWith(self.World.LocalPlayer)
|| (self.IsDisguised() && self.World.LocalPlayer.IsAlliedWith(self.EffectiveOwner.Owner));
return isAlly ? Color.LimeGreen : self.Owner.NonCombatant ? Color.Tan : Color.Red;
}
else
return health.DamageState == DamageState.Critical ? Color.Red :
health.DamageState == DamageState.Heavy ? Color.Yellow : Color.LimeGreen;
}
}
}