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

113 lines
3.3 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 OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public enum RangeCircleVisibility { Always, WhenSelected }
[Desc("Renders an arbitrary circle when selected or placing a structure")]
class WithRangeCircleInfo : ITraitInfo, 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> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
{
yield return new RangeCircleRenderable(
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(wr))
yield return r;
}
public object Create(ActorInitializer init) { return new WithRangeCircle(init.Self, this); }
}
class WithRangeCircle : IPostRenderSelection, IPostRender
{
public readonly WithRangeCircleInfo Info;
readonly Actor self;
public WithRangeCircle(Actor self, WithRangeCircleInfo info)
{
this.self = self;
Info = info;
}
bool Visible
{
get
{
var p = self.World.RenderPlayer;
return p == null || Info.ValidStances.HasStance(self.Owner.Stances[p]) || (p.Spectating && !p.NonCombatant);
}
}
public IEnumerable<IRenderable> RenderRangeCircle(WorldRenderer wr)
{
if (Info.Visible == RangeCircleVisibility.WhenSelected && Visible)
yield return new RangeCircleRenderable(
self.CenterPosition,
Info.Range,
0,
Info.UsePlayerColor ? self.Owner.Color.RGB : Info.Color,
Color.FromArgb(96, Color.Black));
yield break;
}
IEnumerable<IRenderable> IPostRenderSelection.RenderAfterWorld(WorldRenderer wr)
{
return RenderRangeCircle(wr);
}
void IPostRender.RenderAfterWorld(WorldRenderer wr, Actor self)
{
if (Info.Visible == RangeCircleVisibility.Always && Visible)
RangeCircleRenderable.DrawRangeCircle(
wr,
self.CenterPosition,
Info.Range,
1,
Info.UsePlayerColor ? self.Owner.Color.RGB : Info.Color,
3,
Color.FromArgb(96, Color.Black));
}
}
}