Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/BaseProvider.cs
2016-09-04 15:25:50 +01:00

116 lines
2.9 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
{
[Desc("Limits the zone where buildings can be constructed to a radius around this actor.")]
public class BaseProviderInfo : ITraitInfo
{
public readonly WDist Range = WDist.FromCells(10);
public readonly int Cooldown = 0;
public readonly int InitialDelay = 0;
public object Create(ActorInitializer init) { return new BaseProvider(init.Self, this); }
}
public class BaseProvider : ITick, INotifyCreated, IRenderAboveShroudWhenSelected, ISelectionBar
{
public readonly BaseProviderInfo Info;
readonly DeveloperMode devMode;
readonly Actor self;
Building building;
int total;
int progress;
bool allyBuildEnabled;
public BaseProvider(Actor self, BaseProviderInfo info)
{
Info = info;
this.self = self;
devMode = self.Owner.PlayerActor.Trait<DeveloperMode>();
progress = total = info.InitialDelay;
allyBuildEnabled = self.World.WorldActor.Trait<MapBuildRadius>().AllyBuildRadiusEnabled;
}
void INotifyCreated.Created(Actor self)
{
building = self.TraitOrDefault<Building>();
}
void ITick.Tick(Actor self)
{
if (progress > 0)
progress--;
}
public void BeginCooldown()
{
progress = total = Info.Cooldown;
}
public bool Ready()
{
if (building != null && building.Locked)
return false;
return devMode.FastBuild || progress == 0;
}
bool ValidRenderPlayer()
{
return self.Owner == self.World.RenderPlayer || (allyBuildEnabled && self.Owner.IsAlliedWith(self.World.RenderPlayer));
}
public IEnumerable<IRenderable> RangeCircleRenderables(WorldRenderer wr)
{
// Visible to player and allies
if (!ValidRenderPlayer())
yield break;
yield return new RangeCircleRenderable(
self.CenterPosition,
Info.Range,
0,
Color.FromArgb(128, Ready() ? Color.White : Color.Red),
Color.FromArgb(96, Color.Black));
}
IEnumerable<IRenderable> IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr)
{
return RangeCircleRenderables(wr);
}
float ISelectionBar.GetValue()
{
// Visible to player and allies
if (!ValidRenderPlayer())
return 0f;
// Ready or delay disabled
if (progress == 0 || total == 0 || devMode.FastBuild)
return 0f;
return (float)progress / total;
}
Color ISelectionBar.GetColor() { return Color.Purple; }
bool ISelectionBar.DisplayWhenEmpty { get { return false; } }
}
}