Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithRangeCircle.cs

113 lines
3.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
public enum RangeCircleVisibility { Always, WhenSelected }
[Desc("Renders an arbitrary circle when selected or placing a structure")]
class WithRangeCircleInfo : ConditionalTraitInfo, IPlaceBuildingDecorationInfo
{
[Desc("Type of range circle. used to decide which circles to draw on other structures during building placement.")]
public readonly string Type = null;
[Desc("Color of the circle")]
public readonly Color Color = Color.FromArgb(128, Color.White);
[Desc("If set, the color of the owning player will be used instead of `Color`.")]
public readonly bool UsePlayerColor = false;
[Desc("Stances of players which will be able to see the circle.",
"Valid values are combinations of `None`, `Ally`, `Enemy` and `Neutral`.")]
public readonly Stance ValidStances = Stance.Ally;
[Desc("When to show the range circle. Valid values are `Always`, and `WhenSelected`")]
public readonly RangeCircleVisibility Visible = RangeCircleVisibility.WhenSelected;
[Desc("Range of the circle")]
public readonly WDist Range = WDist.Zero;
public IEnumerable<IRenderable> RenderAnnotations(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
{
if (EnabledByDefault)
{
yield return new RangeCircleAnnotationRenderable(
centerPosition,
Range,
0,
Color,
Color.FromArgb(96, Color.Black));
foreach (var a in w.ActorsWithTrait<WithRangeCircle>())
if (a.Trait.Info.Type == Type)
foreach (var r in a.Trait.RenderRangeCircle(a.Actor, wr, RangeCircleVisibility.WhenSelected))
yield return r;
}
}
public override object Create(ActorInitializer init) { return new WithRangeCircle(init.Self, this); }
}
class WithRangeCircle : ConditionalTrait<WithRangeCircleInfo>, IRenderAnnotationsWhenSelected, IRenderAboveShroud
{
readonly Actor self;
public WithRangeCircle(Actor self, WithRangeCircleInfo info)
: base(info)
{
this.self = self;
}
bool Visible
{
get
{
if (IsTraitDisabled)
return false;
var p = self.World.RenderPlayer;
return p == null || Info.ValidStances.HasStance(self.Owner.Stances[p]) || (p.Spectating && !p.NonCombatant);
}
}
public IEnumerable<IRenderable> RenderRangeCircle(Actor self, WorldRenderer wr, RangeCircleVisibility visibility)
{
if (Info.Visible == visibility && Visible)
yield return new RangeCircleAnnotationRenderable(
self.CenterPosition,
Info.Range,
0,
Info.UsePlayerColor ? self.Owner.Color : Info.Color,
Color.FromArgb(96, Color.Black));
}
IEnumerable<IRenderable> IRenderAnnotationsWhenSelected.RenderAnnotations(Actor self, WorldRenderer wr)
{
return RenderRangeCircle(self, wr, RangeCircleVisibility.WhenSelected);
}
bool IRenderAnnotationsWhenSelected.SpatiallyPartitionable { get { return false; } }
IEnumerable<IRenderable> IRenderAboveShroud.RenderAboveShroud(Actor self, WorldRenderer wr)
{
return RenderRangeCircle(self, wr, RangeCircleVisibility.Always);
}
bool IRenderAboveShroud.SpatiallyPartitionable { get { return false; } }
}
}