Files
OpenRA/OpenRa.Game/Traits/Chronoshiftable.cs
2010-01-03 21:51:54 +13:00

128 lines
3.7 KiB
C#

using OpenRa.Game.Traits;
using OpenRa.Game.Orders;
using System.Collections.Generic;
using System.Linq;
using System.Drawing;
namespace OpenRa.Game.Traits
{
class Chronoshiftable : IOrder, ISpeedModifier, ITick, IPaletteModifier
{
// Return-to-sender logic
int2 chronoshiftOrigin;
int chronoshiftReturnTicks = 0;
// Screen fade logic
int animationTick = 0;
int animationLength = 10;
bool animationStarted = false;
public Chronoshiftable(Actor self) { }
public void Tick(Actor self)
{
if (animationStarted)
{
if (animationTick < animationLength)
animationTick++;
else
animationStarted = false;
}
else if (animationTick > 0)
animationTick--;
if (chronoshiftReturnTicks <= 0)
return;
if (chronoshiftReturnTicks > 0)
chronoshiftReturnTicks--;
// Return to original location
if (chronoshiftReturnTicks == 0)
{
self.CancelActivity();
// Todo: need a new Teleport method that will move to the closest available cell
self.QueueActivity(new Activities.Teleport(chronoshiftOrigin));
}
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
return null; // Chronoshift order is issued through Chrome.
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "ChronosphereSelect")
{
Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(self);
}
var movement = self.traits.WithInterface<IMovement>().FirstOrDefault();
if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation))
{
chronoshiftOrigin = self.Location;
chronoshiftReturnTicks = (int)(Rules.General.ChronoDuration * 60 * 25);
// TODO: Kill cargo if Rules.General.ChronoKillCargo says so
Game.controller.CancelInputMode();
self.CancelActivity();
self.QueueActivity(new Activities.Teleport(order.TargetLocation));
Sound.Play("chrono2.aud");
animationStarted = true;
}
}
public float GetSpeedModifier()
{
// ARGH! You must not do this, it will desync!
return (Game.controller.orderGenerator is ChronoshiftDestinationOrderGenerator) ? 0f : 1f;
}
public void AdjustPalette(Bitmap bmp)
{
if (!animationStarted && animationTick == 0)
return;
// saturation modifier
var f = 1 - (animationTick * 1.0f / animationLength);
using (var bitmapCopy = new Bitmap(bmp))
for (int j = 0; j < 8; j++)
for (int i = 0; i < bmp.Width; i++)
{
var h = bitmapCopy.GetPixel(i, j).GetHue(); // 0-360
var s = f * bitmapCopy.GetPixel(i, j).GetSaturation(); // 0-1.0
var l = bitmapCopy.GetPixel(i, j).GetBrightness(); // 0-1.0
var alpha = bitmapCopy.GetPixel(i, j).A;
// Convert from HSL to RGB
// Refactor me!
var q = (l < 0.5f) ? l * (1 + s) : l + s - (l * s);
var p = 2 * l - q;
var hk = h / 360.0f;
double[] trgb = { hk + 1 / 3.0f,
hk,
hk - 1/3.0f };
double[] rgb = { 0, 0, 0 };
for (int k = 0; k < 3; k++)
{
// mod doesn't seem to work right... do it manually
while (trgb[k] < 0) trgb[k] += 1.0f;
while (trgb[k] > 1) trgb[k] -= 1.0f;
}
for (int k = 0; k < 3; k++)
{
if (trgb[k] < 1 / 6.0f) { rgb[k] = (p + ((q - p) * 6 * trgb[k])); }
else if (trgb[k] >= 1 / 6.0f && trgb[k] < 0.5) { rgb[k] = q; }
else if (trgb[k] >= 0.5f && trgb[k] < 2.0f / 3) { rgb[k] = (p + ((q - p) * 6 * (2.0f / 3 - trgb[k]))); }
else { rgb[k] = p; }
}
bmp.SetPixel(i, j, Color.FromArgb(alpha, (int)(rgb[0] * 255), (int)(rgb[1] * 255), (int)(rgb[2] * 255)));
}
}
}
}