Files
OpenRA/OpenRA.Mods.Common/Traits/Render/RenderRangeCircle.cs
2016-02-21 16:30:48 +00:00

92 lines
2.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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 System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Draw a circle indicating my weapon's range.")]
class RenderRangeCircleInfo : ITraitInfo, IPlaceBuildingDecorationInfo, IRulesetLoaded, Requires<AttackBaseInfo>
{
public readonly string RangeCircleType = null;
[Desc("Range to draw if no armaments are available")]
public readonly WDist FallbackRange = WDist.Zero;
// Computed range
WDist range;
public IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
{
if (range == WDist.Zero)
yield break;
yield return new RangeCircleRenderable(
centerPosition,
range,
0,
Color.FromArgb(128, Color.Yellow),
Color.FromArgb(96, Color.Black));
foreach (var a in w.ActorsWithTrait<RenderRangeCircle>())
if (a.Actor.Owner.IsAlliedWith(w.RenderPlayer))
if (a.Actor.Info.TraitInfo<RenderRangeCircleInfo>().RangeCircleType == RangeCircleType)
foreach (var r in a.Trait.RenderAfterWorld(wr))
yield return r;
}
public object Create(ActorInitializer init) { return new RenderRangeCircle(init.Self); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
var armaments = ai.TraitInfos<ArmamentInfo>().Where(a => a.UpgradeMinEnabledLevel == 0);
if (armaments.Any())
range = armaments.Select(a => a.ModifiedRange).Max();
else
range = FallbackRange;
}
}
class RenderRangeCircle : IPostRenderSelection
{
readonly Actor self;
readonly AttackBase attack;
public RenderRangeCircle(Actor self)
{
this.self = self;
attack = self.Trait<AttackBase>();
}
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
{
if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
yield break;
var range = attack.GetMaximumRange();
if (range == WDist.Zero)
yield break;
yield return new RangeCircleRenderable(
self.CenterPosition,
range,
0,
Color.FromArgb(128, Color.Yellow),
Color.FromArgb(96, Color.Black));
}
}
}